RimWorld

RimWorld

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Parry Galore
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Mod, 1.5
File Size
Posted
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484.622 KB
12 May @ 1:26pm
1 Jun @ 7:55pm
4 Change Notes ( view )

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Parry Galore

Description
a framework mod that introduce the ability to create shield or apparel that can parry melee or projectile. or more if you choose so. within the mod I added one example shield with basic parry function and a corresponding hediff with all possible field exposed.

do you facing incredibly powerful foe, and wonder what you could do?
just parry

are your enemy launching a doomdays rocket at you?
just parry

are you dying of starvation?
just parry

it dark and you are scared?
just parry

you are dying of flu and feel like ♥♥♥♥?
just parry

more silly parry trigger will be added in the future

the way this is that, the CompParryable will give equipped pawn a "Parry" gizmo. with a hotkey N. when player press the hotkey and pawn take damage(or whatever the trigger criteria was). is within the parry window. it will cause effect stated in HediffExtension.

or you could go CasualAutomatic parry mode. can be toggle on in mod setting. where pawn will automatically parry if they have a parryable equipment. the chance are based on pawn and their opponent melee skill.

keep in mind auto parry mode only trigger for damage based parry.

this is just a framework I prepared. I'm planned to make another mod that add a large variety of shield with unique parry effect and trigger at a later date.

Credit Section
Elseud - Amazing preview work.
FormSoftware - the example parry sound are from Dark Soul 3 and Sekiro.

Legal Stuff
localization are always allowed,
you are free to utilize this mod in your mods, it a framework after all.
re-uploading this mod is not allowed. except in the event that I no longer maintain this mod.
Popular Discussions View All (3)
1
9 Jul @ 9:56pm
PINNED: Mod utilizing Parry Galore
Farmer Joe
0
15 Jun @ 5:48am
Bug Report
Ilredeimaiali
0
3 Jun @ 7:16am
Bug Report
Akiu
36 Comments
mynameactually 18 Jun @ 4:09am 
So, does this do anything yet, or is it just a framework and mods aren't made yet?
Farmer Joe  [author] 1 Jun @ 8:01am 
@Akiu I'll add it in the next update so you can set the cooldown on either the compProp or hediffExtension
Akiu 1 Jun @ 12:11am 
@Farmer Joe Hello, would you like to make <parryCooldown> into CompProperties instead of HediffExtension? I think it will be much more convenient for modders to create shields that share the same hediffDefs.
PremierVader 30 May @ 3:41pm 
Would be wonderful to have some other modders make use of the mechanic here to create some more shields.
SomeCasualGuy 20 May @ 10:08am 
is one of your colonist cheating with others?
just parry
PinocchioDitto 20 May @ 12:59am 
I used Character Editor to add a test shield for my pawns, only thin body supported, but not other body types, please check.
Omnires 18 May @ 4:35am 
Nice
Farmer Joe  [author] 17 May @ 9:10am 
@Omnires there xml field for that. <isStunTarget> and <debuffHediff> the framework come with a Posebreak hediff that increase damage by 75% for one hit(only if it done by Pawn). depend on how a shield is setup. it effect is quite flexible
Omnires 17 May @ 4:54am 
I like the idea for the mod. And parrying is a good thing to do. But personally in real life combat do I rarely just parry without doing some kind of counterattack. As melee parries often open people up and or knock them off balance for short time. The best time take someone out is just have a parry because they have no way to block or dodge the next attack if you react fast enough.
Kingrandomgame 16 May @ 8:54am 
If you do go with michiko's idea of weapons that parry maybe see if you can use some of the animations from 'Melee Animations' as they already have some parry animations