
投射物招架_飞行物体返回
Parry_flying object return 真正的弹反,以彼之道还施彼身,长刀的弹反和双刀的化解,可以让飞行法术和投掷物比如弓箭、炮弹这些原路双倍速度返回施法者,伤害倍率可以在配置文件中调整
查看大图法术与投射物弹反 — ProjectileParry v0.1.15
为长刀弹反与双刀马牙化解技能增加投射物返还:支持符合条件的实体法术、箭矢、炮弹和独立飞行剑气。沿用原生有效窗口与操作,默认两倍速度返还,带原版弹反音效。
主要功能 • 原投射物攻击威力返还,伤害倍率可在配置文件中调整,默认 1 倍。 • 金莲花、爆炸箭和关卡炮弹支持对应后续爆炸的原威力继承。 • 其他零威力或无法读取威力的返还载体,命中敌方角色时按当前武器普攻基础攻击力补伤一次。 • 原伤害与补伤互斥,每颗只补一次,避免重复碰撞、穿透多目标重复加伤。 • 双刀按实际化解技能识别,支持其他双刀装备马牙化解技能。 • 可独立使用,也可与 AutoRecovery、ParryEcho 同装;本包不覆盖它们。
安装 先安装兼容 UE4SS(提供 LoopInGameThreadWithDelay)。退出游戏后解压,将 Project_Plague 文件夹合并到游戏根目录,保留 enabled.txt 并完整重启。 本包包含六个 Lua 文件及启用文件,不包含 UE4SS、其他 Mod、PAK 或存档。完整中英文安装/配置/卸载说明和修改清单位于包内。
说明 只适用于原生碰撞可识别的投射物;瞬时光束与纯场地效果不保证可返还。未知爆炸链提供单体补伤兜底,并非所有范围效果都已移植。最终伤害仍受防御、抗性和免疫影响。 195 项模拟检查已通过;补伤和爆炸扣血仍需实机验证。
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Spell and Projectile Parry — ProjectileParry v0.1.15
Adds projectile reflection to native longsword parry and dual-blade Maya Guard: supported physical spell missiles, arrows, cannonballs and independent sword waves. Keeps native windows and controls, with default 2x return flight parameters and native parry audio.
Features • Return original projectile power with a configurable damage multiplier, default 1x. • Native follow-up explosion inheritance for golden lotus, explosive arrows and level cannonballs. • One basic attack-power fallback hit for other zero-power/unreadable reflected carriers hitting a hostile character. • Original damage and fallback are mutually exclusive; repeated contacts or piercing cannot repeat compensation. • Supports Maya Guard equipped on another dual blade through active-skill identification. • Standalone operation, with AutoRecovery and ParryEcho co-installation supported; their files are not overwritten.
Installation Install compatible UE4SS providing LoopInGameThreadWithDelay first. With the game closed, extract and merge Project_Plague into the game root, keep enabled.txt, then fully restart. Includes six Lua scripts and an enable marker. No UE4SS, other mods, PAKs or saves included. Full Chinese/English installation, configuration, removal instructions and change lists are in the archive.
Notes Only projectiles eligible through native collision can be reflected. Instant beams and pure ground effects are not guaranteed. Unknown explosion chains use single-target fallback rather than complete area-effect migration. Native defence, resistance and immunity remain in effect. 195 simulated checks have passed; actual fallback/explosion HP damage still requires gameplay verification.
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