Supidowagon-AnyDirectionParry icon

AnyDirectionParry

Parry attacks from any direction, regardless of which way Yi is facing.

Last updated an hour ago
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Categories Mods
Dependency string Supidowagon-AnyDirectionParry-1.1.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

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: https://github.com/supidowagon/parrymodifiers

Built against Nine Sols with BepInEx 5.4.23.5 and HarmonyX 2.9.