PerfectParry
Configurable perfect parry window, in frames. Vanilla is 8; default here is 12.
| Last updated | an hour ago |
| Total downloads | 0 |
| Total rating | 1 |
| Categories | Mods |
| Dependency string | Supidowagon-PerfectParry-1.3.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Perfect Parry
Sets how long the perfect-parry window lasts, in frames, and can optionally make an imperfect parry cost real health instead of internal injury.
Why the defaults are what they are
The point of this mod is to make Nine Sols parrying feel like Sekiro deflecting.
That is where the default of 12 frames comes from, rather than Nine Sols' stock 8 - a deflect window generous enough to reward reading an attack rather than memorising it.
The imperfect-parry damage option comes from the same intent. In Sekiro, a hit you block but do
not deflect costs you real vitality; there is no grey bar you win back by swinging. Nine Sols
instead hands you internal injury, which heals back on its own as you attack, so a sloppy parry
barely costs anything. Turning ImperfectParryTakesRealDamage on closes that gap: a wide window
to land the deflect, and a real price for missing it.
Both halves are optional and independent - widen the window without the damage, or the reverse.
Credit to nozwock, whose Perfect Parry mod this started from. The original made every parry
in the window count as perfect by forcing IsAlwaysAccurate. This is a rewrite that leaves the
game's own timing check in place and only moves the window, so spam penalties, the QTE
tutorial and everything else still behave normally.
The window
PlayerParryState.Parried picks between a perfect and an imperfect parry with:
elapsed = Time.time - <time the parry input was buffered>
accurate = IsAlwaysAccurate || Player.i.IsInQTETutorial || elapsed <= spamDatas[spamLevel]
spamDatas is { 0.1333f, 0.1f, 0f, 0f, 0f } - 8 frames at 60fps - and spamLevel climbs
every time a parry whiffs, so mashing shrinks the window and then removes it entirely.
This mod rewrites spamDatas from a pristine per-instance baseline each time, so edits apply
live and turning it off restores the stock numbers exactly. Entries that are stock 0 stay
0: the anti-mashing penalty is preserved whatever you set.
Imperfect parry damage
Off by default. Vanilla, an imperfect parry does this:
player.health.ReceiveRecoverableDamage(oriDamage * ChipDamageRatio.Value);
ReceiveRecoverableDamage feeds the recoverable pool - the grey stretch of the bar you win back
by attacking. With ImperfectParryTakesRealDamage on, it goes through ReceiveDOT_Damage
instead, which subtracts from real health. That is the game's own "lose health from something
that is not a hit": it honours invincibility and applies the same global defense ratio, but
raises no hurt state, knockback or invincibility frames. The parry still happens - it just
costs health you have to heal rather than earn back.
This makes the game harder. It pairs well with a widened window: reward precision, punish sloppiness.
Note that the same TakeInternalInjury method is also called from the perfect parry path,
where the Trade Power For Internal Injury jade deliberately charges you internal injury. That
is left alone - only the imperfect-parry call is converted.
Configuration
BepInEx/config/supidowagon.PerfectParry.cfg, or F1 in-game with ConfigurationManager
installed. Everything applies live.
| Setting | Default | What it does |
|---|---|---|
Enabled |
true |
Off restores the stock windows exactly, without removing the mod. |
PerfectParryFrames |
12 |
How long after pressing parry a hit still counts as perfect. Vanilla is 8. Fractions allowed. Below 8 is harder than stock. |
FramesPerSecond |
60 |
The unit for the setting above. The game's own check is time-based. |
ImperfectParryTakesRealDamage |
false |
Take real health damage on an imperfect parry instead of internal injury. |
ImperfectParryDamageScale |
1 |
Multiplies that damage. 1 is the same number the game would have applied as internal injury. |
IgnoreChipDamageRatio |
false |
Take the attack's full damage rather than the chip-damage slice of it. |
Compatibility
Works alongside Any Direction Parry and Harness Force Jade - Harness Force triggers off the same accurate-parry branch, so widening the window widens what feeds it.
One thing to know about Counter Charge Tuner: the counter is entered out of the parry state,
and PlayerParryState.OnStateUpdate polls Player.ParryCounterCheck every frame. Lowering
MinHoldSeconds below the vanilla 0.33333 therefore shortens how long a held parry lasts
before it converts into a counter charge. Tapping parry is unaffected.
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.