ParryMe 1.1.1 - Universal Parrying

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CantSleep
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ParryMe 1.1.1 - Universal Parrying

Post by CantSleep »

Image

ParryMe, a universal parrying mod for GZDoom

Before getting hit by anything, yes, *anything!* that isn't self-inflicted or environmental, you can press Forward to parry within a 4-tic window in order to avoid getting any damage, and can only parry again after that time window expires. You can also stun monsters by parrying their melee attacks. If you get damaged, you won't be able to parry for a few tics, so be careful. Not only is it likely overpowered, but it also comes with a little combo counter if you manage to parry multiple attacks in quick succession!

Parry time windows and monster stunning can be configured through ParryMe Options from the main Options menu.

This mod should be multiplayer-compatible, but no extensive testing has been done for it yet. It'd probably be really fun to use in deathmatch.

This is a ZScript rewrite of Mawosic's Parry-Mod. All credits go to them.

DOWNLOAD: https://github.com/LocalInsomniac/ParryMe/releases
Last edited by CantSleep on Tue Feb 28, 2023 4:33 pm, edited 1 time in total.
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CantSleep
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ParryMe 1.1 - Universal Parrying

Post by CantSleep »

Updated ParryMe to version 1.1. I've added a "parry fail" time window where getting damaged will make you unable to parry for some tics and an option to allow stunning monsters by parrying their melee attacks.
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mamaluigisbagel
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Re: ParryMe 1.1 - Universal Parrying

Post by mamaluigisbagel »

I like what I've played so far. I figured you'd be parrying anything by just moving forward normally, but good to see its not that easy. I can't help but imagine what a Daigo parry-equivalent in Doom would be like with this, though lol
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Re: ParryMe 1.1 - Universal Parrying

Post by Starman the Blaziken »

I would say it is not as OP as it could be if you could reflect projectiles and they deal 2x time damage but is adjustable.
But reflecting them could be a nice feature perhaps, heh. :lol:
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mamaluigisbagel
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Re: ParryMe 1.1 - Universal Parrying

Post by mamaluigisbagel »

So far I've only found one bug where if you're playing a mod that has a weapon that needs to be charged by holding Primary Fire (I was using Metroid: Demon Hunter) and successfully parry, you instantly let go of that Primary Fire. (so you charge a shot, parry while charging, and then it auto-fires the charge shot)
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CantSleep
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Re: ParryMe 1.1 - Universal Parrying

Post by CantSleep »

Ok now that's a tough one. Probably has something to do with the fact that parrying in singleplayer freezes the world for some tics. Maybe it ignores player input during that time?
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mamaluigisbagel
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Re: ParryMe 1.1 - Universal Parrying

Post by mamaluigisbagel »

Think I found an incompatibility with Halo Doom Evolved. Parries simply don't work, from what I can tell, and I'm curious if this is due to the player's shield absorbing all damage? (until its depleted of course. I haven't tested parrying that much without a shield because you usually can only take 2 or 3 hits before death)
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Re: ParryMe 1.1 - Universal Parrying

Post by Minidoomer21 »

I was wondering if it was okay you added an "I'm not gonna sugarcoat it"-type parry sound as an optional parry sound?
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mamaluigisbagel
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Re: ParryMe 1.1.1 - Universal Parrying

Post by mamaluigisbagel »

Just got this crash when parrying an Aspect of Iris' butterfly from Angelic Aviary. The parry usually works (though giving you a crazy combo) but this happened when parrying in quick succession.

Load Order:
  • Hellrider
  • Angelic Aviary
  • Nash Gore
  • FrameMe
  • FadeMe
  • ParryMe
Attachments
parryme1.png
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NGX
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Re: ParryMe 1.1.1 - Universal Parrying

Post by NGX »

Cool mod! Curious, any reason you didn't opt for "use" instead of "forward" to parry?
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Re: ParryMe 1.1.1 - Universal Parrying

Post by Minidoomer21 »

mamaluigisbagel wrote:
> Just got this crash when parrying an Aspect of Iris' butterfly from
> [url=viewtopic.php?t=69883]Angelic Aviary[/url].
> The parry usually works (though giving you a crazy combo) but this happened
> when parrying in quick succession.
>
> [b]Load Order:[/b]
> [list]
> [*]Hellrider
> [*]Angelic Aviary
> [*]Nash Gore
> [*]FrameMe
> [*]FadeMe
> [*]ParryMe
> [/list]

Ever 150 parried colorful hell's black chaingunner?
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mamaluigisbagel
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Re: ParryMe 1.1.1 - Universal Parrying

Post by mamaluigisbagel »

I rarely play Colorful Hell unless I'm using an OP mod like GunBonsai, so no, but I can imagine how satisfying, yet boring that would be xD
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Re: ParryMe 1.1.1 - Universal Parrying

Post by CantSleep »

mamaluigisbagel wrote: Wed Mar 08, 2023 9:50 pm Just got this crash when parrying an Aspect of Iris' butterfly from Angelic Aviary. The parry usually works (though giving you a crazy combo) but this happened when parrying in quick succession.

Load Order:
  • Hellrider
  • Angelic Aviary
  • Nash Gore
  • FrameMe
  • FadeMe
  • ParryMe
Pretty sure I fixed this in version 1.1.1. If the two words "line 141" were anything to go by, it was related to a missing null check during melee parries.
NGX wrote: Thu Mar 09, 2023 11:18 am Cool mod! Curious, any reason you didn't opt for "use" instead of "forward" to parry?
The original ACS version also used movement keys for parrying, so I just followed along with its footsteps. I feel like parrying with "Forward" is more intuitive, but it allows for a lot of accidental parrying which "Use" could probably fix. I might add a toggle for this for another release, but don't count on it.
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r&r
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Re: ParryMe 1.1.1 - Universal Parrying

Post by r&r »

Pizza Tower Taunt variety option would be funny
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Re: ParryMe 1.1.1 - Universal Parrying

Post by schkorpio »

I've been using this with Hexen, along with Universal Backstab and Critical hits. Wow it adds so much to the melee combat. Having a lot of fun thank you!

If I could provide some feedback:

Would it be possible to make the Parry button/ key changeable in options menu. That way when playing with a controller it's easier to parry. But mainly because this would go beautifully with the shields from the Tempered Arms mod or Brutal Hexen etc. I could right click _ alt-fire and parry with a shield!

Because some of the monsters only have a small amount of frames for melee attack animations, some kind of indicator or subtle effect to notify the player when to press parry.
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