招架回响

招架回响

After parrying, a fake avatar appears and deals a charged heavy attack.完美弹反后出现假身打破刹

弹反假身·背后破刹 — ParryEcho v0.3.0 独立分享版

介绍

为长刀完美弹反增加自动假身反击。成功触发后,假身会在敌人背后的安全位置出现,使用原生长刀重击攻击一次,随后消失。无需额外快捷键。

主要功能

  • 默认完美弹反后约 1 秒出招,不要求敌人静止。首次资源初始化可能延长等待。
  • 冷却 6 秒,同一时间最多一个假身。
  • 假身自身携带 1 根独立羽毛,使用强化重击;不增减主角羽毛。
  • 默认将出招前摇时长缩短为原来的一半,命中段和收招保持原速。
  • 为假身指定攻击对原目标的命中补充蓄力判定资格,背后角度、命中和敌人状态仍由原生机制处理。
  • 不是必定破刹:敌人移动、转身、免疫或地形阻挡可能使本次反击取消、挥空或无法破刹。
  • 当前采用固定低面数单色人形与固定长刀外观,不复制主角皮肤、服装和装备;不包含额外闪避粒子。
  • 正常结束后隐藏并复用一具假身,关闭相关更新与碰撞,减少反复生成开销;首次加载仍可能有开销。
  • 独立于宠物、化身技能和其他长刀 Mod,不需要同时安装它们。

前置要求

PC 版《明末:渊虚之羽》,以及已正确安装的兼容 UE4SS。 本包不包含 UE4SS,不包含存档。

安装

  1. 完整退出游戏。
  2. 将压缩包中的 Project_Plague 文件夹合并复制到游戏根目录(含 Project_Plague 的目录)。
  3. 确认这两个文件位置正确: Project_Plague\Binaries\Win64\ue4ss\Mods\ParryEcho\Scripts\main.lua Project_Plague\Content\Paks\~mods\ParryEchoLow_P.pak
  4. 保留 ParryEcho\enabled.txt;若 mods.txt 中曾明确禁用 ParryEcho,请将对应项改为 1。
  5. 完整启动游戏,装备长刀,对普通敌人进行完美弹反测试。

不要只安装脚本,缺少模型 PAK 会导致假身无法正确生成。 旧版用户先备份 ParryEcho 文件夹,再覆盖;不要改名后同时加载两个副本。 本版无需旧的 ParryEcho_Assets_P.pak,已安装旧版且确认该资源仅由旧 ParryEcho 使用时可移走。

设置

退出游戏后编辑 ParryEcho\Scripts\EchoConfig.lua:

  • Cooldown = 6.0:冷却秒数。
  • AttackDelay = 1.0:从完美弹反开始计算的出招延迟。
  • ChargeTimeMultiplier = 0.5:前摇时长倍率,0.5 为原来的一半。
  • FeatherCount = 1:假身独立羽毛;0 使用普通蓄力重击。
  • MaxTargetDistance = 650:目标最大距离,单位厘米,默认 6.5 米。
  • RearDistance = 140:期望的背后落点距离,单位厘米。
  • Debug = true:开启诊断日志;日常使用默认 false。

当前轻量版 SoulAppearance 和 EchoParticles 不提供外观切换或闪避粒子功能。

兼容与卸载

会改变全局战斗规则、敌人状态或伤害流程的其他 Mod 可能影响实际结果。 退出游戏,移走 ParryEcho 文件夹和 ParryEchoLow_P.pak 即可卸载,不需要回滚存档。

验证与反馈

本分享包以当前安装脚本和模型包为准,未改变玩法逻辑。 已检查脚本语法、本地模块依赖、资源路径、打包文件一致性和 ZIP 完整性。 打包检查不等同于在朋友电脑上实测;不保证所有敌人、地形和游戏版本都能触发破刹。 问题反馈请附 UE4SS.log 中 [ParryEcho] 的记录,并说明敌人、武器及触发过程。


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Parry Echo — Rear Heavy-Attack Follow-up | v0.3.0 Standalone

Description

Adds an automatic echo follow-up to the player's longsword perfect parries. After a qualifying parry, an echo appears at a safe position behind the attacker, performs one native longsword heavy attack, and disappears. No extra hotkey is required.

Main Features

  • Default attack delay: approximately 1 second after the perfect parry. The enemy does not need to stand still. Initial asset loading may take longer.
  • A 6-second cooldown, with at most one echo active at a time.
  • The echo has its own single feather for an empowered heavy attack. Player feathers are not added or consumed.
  • The attack startup duration is halved by default; the hit phase and recovery retain their original speed.
  • Adds charged-attack eligibility only to the echo's designated attack against its original target. Native hit detection, rear-angle checks, and enemy conditions still apply.
  • A rear break is not guaranteed. Movement, turning, immunity, walls, or unsafe terrain may prevent spawning, cause a miss, or prevent the break.
  • Uses a fixed low-poly, single-color mannequin and fixed longsword appearance. It does not copy the player's clothing, textures, or equipment. Extra dodge particles are not included.
  • Reuses one hidden echo after normal completion, disabling related updates and collision to reduce repeated spawning overhead. Initial loading can still cause a hitch.
  • Standalone: no pet, avatar-transformation, or other longsword mod is required.

Requirements

The PC version of WUCHANG: Fallen Feathers and a compatible, working UE4SS installation. UE4SS and save files are not included.

Installation

  1. Fully close the game.
  2. Merge the archive's Project_Plague folder into the game root directory, which already contains Project_Plague.
  3. Confirm both paths exist: Project_Plague\Binaries\Win64\ue4ss\Mods\ParryEcho\Scripts\main.lua Project_Plague\Content\Paks\~mods\ParryEchoLow_P.pak
  4. Keep ParryEcho\enabled.txt. If mods.txt explicitly disables ParryEcho, change that entry to 1.
  5. Start the game, equip a longsword, and test a perfect parry against a regular enemy.

Both the Lua scripts and the model PAK are required. When upgrading, back up the old ParryEcho folder before replacing it. Do not load renamed duplicate copies. The older ParryEcho_Assets_P.pak is not required by this edition. Remove it only if it belongs solely to your old ParryEcho installation.

Configuration

With the game closed, edit ParryEcho\Scripts\EchoConfig.lua:

  • Cooldown = 6.0: cooldown in seconds.
  • AttackDelay = 1.0: delay measured from the accepted perfect parry.
  • ChargeTimeMultiplier = 0.5: startup duration multiplier; 0.5 means half the original duration.
  • FeatherCount = 1: independent echo feather; set to 0 for the normal charged heavy attack.
  • MaxTargetDistance = 650: maximum target distance in centimeters, or 6.5 meters.
  • RearDistance = 140: preferred rear placement distance in centimeters.
  • Debug = true: enable diagnostic logging; false by default.

SoulAppearance and EchoParticles do not enable alternate visuals or dodge particles in this lightweight edition.

Compatibility and Uninstallation

Other mods changing global combat rules, enemy states, or damage processing may affect results. To uninstall, close the game and remove the ParryEcho folder and ParryEchoLow_P.pak. No save rollback is required.

Validation and Support

This package preserves the currently installed gameplay scripts and model asset without changing their behavior. Lua syntax, local module dependencies, asset paths, packaged-file consistency, and ZIP integrity were checked. Packaging checks do not replace testing on another computer. Rear breaks are not guaranteed against every enemy, on every terrain, or on every game version. For support, include the [ParryEcho] entries from UE4SS.log and describe the enemy, weapon, and trigger sequence.