AnyDirectionParry
Parry attacks from any direction, regardless of which way Yi is facing.
模組介紹 作者原文
AnyDirectionParry
Removes the facing requirement from parrying. Whichever way Yi is facing, pressing parry
in time will deflect the attack.
How it works
Both parry decision points in the game — DamageReceiver.IsHitDamageNotParried and
ParriableAttackEffect.ParryCheckForEvent — gate the parry on a single call:
Health.parryDealer.FacingRuleCheck(damageDealer, attackDirection, moveInput)
and treat a false result as "not parried, take the hit". That method only ever returns
false from its FaceToFace branch:
if (rule == IgnoreFacing || dealer.rule == IgnoreFacing) return true;
if (rule == FaceToFace || dealer.rule == FaceToFace)
return Dot(GetDirection(), dir) < 0f || Dot(moveInput, dir) < 0f;
return true;
A Harmony postfix forces that result to true, which lifts the facing requirement and
changes nothing else. Note the second half of the stock condition: vanilla already lets you
parry behind you if you are holding the movement stick toward the attack.
Configuration
Editable in-game with BepInEx ConfigurationManager (F1), or in
BepInEx/config/custom.AnyDirectionParry.cfg.
| Setting | Default | Effect |
| --- | --- | --- |
| IgnoreParryDirection | true | Turn off to restore stock behaviour without removing the mod. |
| PlayerOnly | true | Turn off to also let enemies that parry ignore facing. |
PlayerOnly exists because DamageReceiver resolves parryDealer from whichever Health
it is bound to, so the dealer being checked is not always the player's.
Built with AI
Written with Anthropic's Claude (Claude Code, Opus 5) - the decompilation work, the C#, the tests and these docs. Design decisions and in-game testing are supidowagon's.
There is a behaviour test suite that runs the compiled DLL against a transcription of the game code it patches, and every patch is commented with the decompiled method it targets. Source and tests:
Built against Nine Sols with BepInEx 5.4.23.5 and HarmonyX 2.9.
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下面這些內容需要先安裝,否則該模組不會生效: