KnuckleBlasterParry
Allows to parry with Knuckleblaster
CHANGELOG
v4.0.0
- The following have been fixed:
- Landmine parry
- Screwdriver drill parry
- more working parries
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Reworked cannonball parry
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Added parry frame window in settings, here you can edit the frames of your knucklblaster parry
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Default parry frames are now 10
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While I was fixing Cannonball for version 4.0.0, I found a new
Bugfeature: where, only during the active parry frames, the cannonball passes through walls and enemies but doesn’t pierce through them like Piercer does (I could have made the cannonball pierce through both walls and enemies, but that might be possible in the future). Instead of fixing it, I decided to keep it as is because I thought it was pretty funny. -
Since I had to rewrite the logic in version 4.0.0, some parries that worked before might not work anymore, and so currently in version 4.0.0 there is one workaround that is compensated for by another workaround: the same parry logic runs twice for a single hit, and all of this is held by: “AlreadyParriedInHeavyWindow()”.
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Special thanks to "karma_sandwich" for testing parries
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Plans for the future update: add more missing parries if there is; add piercing cannonball; add chainsaw and sawblade parries.
v3.0.0
- Parry frames are now 6
- Improved parry punch sync: now you should see the arm when parrying
- Added some missing parries
- Known
Bugfeature: when parrying multiple projectiles at once - a parry chain reaction can be triggered, but it's limited to 6 frames, so, no more endless chains - Screwdriver's drill lacks of parry animation still
- More fixes are coming soon, you can suggest what is missing in dm
v2.0.0
- Added missing parries for some enemies (Leviathan, Providence, Virtue, Turret)
- Added Screwdriwer's drill parry
- Improved parry and punch sync
v1.0.2
- Minor fixes
v1.0.0
- Release
- Known issue: when parrying multiple projectiles at once - a parry chain reaction can be triggered