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I have specific support for Calamity, so that's fine. The others shouldn't conflict since my mod works on a fundamental level. If you want to uninstall it later, just let any of its buffs/debuffs run out before you quit. Your character will be clean.
Let me know if you find any bugs!
I also ended up adding that other style I described before, "Standard Aim". Figured I might as well throw it in so people have more choice.
Hope you enjoy them! Let me know what you think.
Which of these two feels closer to what you mean?
The arm still aims at the mouse (like it does now), but the sword itself also pivots so its tip is always pointing directly at the mouse?
OR
The entire arm-and-sword combo should rotate as one solid piece to point the length of the blade at the mouse?
I think I can add either one as a new aiming style in the config. Let me know what you think would feel better.
Hey! Sorry for the long silence on this; I've been a bit tied up with another mod project recently.
But I wanted to let you know that your suggestion was the main inspiration for the latest update. I've just released it, and it includes the aimable parry feature you talked about.
Honestly, it's a great idea and was just the push I needed to explore it. It took a bit of work to get the mechanics and animations right, but I'm really happy with how it turned out.
You'll need to enable it in the Mod Config (Mechanics > Enable Aimable Parry) to try it out. I'd love to hear your thoughts and impressions when you get a chance.
It's a new feature, so there might still be some bugs or compatibility issues. Most importantly, if this new aiming mode still doesn't help with the issue you were having where parries sometimes don't register, please let me know. I'll keep working on it. Thanks again for the great suggestion.
To clarify how it works now, the parry is already omnidirectional (360 degrees). It has two hitboxes: one for your weapon and another for your character's body. This means you can block an attack from any direction, even from behind, as long as you time it right. You don't need to aim.
For example, if you knew that Calamity Mod had a cool sound file located in its internal folders at Sounds/EpicSound3, you could theoretically use Calamity/Sounds/EpicSound3 in the config to play that sound.
The only tricky part is that I don't know the internal file paths for other mods, so you'd have to find the exact sound path yourself. But if you're ever exploring another mod's files and find a sound you like, now you know how to use it.
The final step is to link it in my mod's config. For the stance sound option, you'll type the path in this format: InternalModName/SoundFileName. So, using our example, you would write MariosunsinSounds/YourSoundName (just be sure to leave out the .ogg part at the end).
And that's it! You're basically just making a tiny "sound pack" for your file, and then telling my mod where to find it.
First, you need to make sure your sound is in the .ogg format. You can use a program like Audacity or a free online converter to save your file that way.
Next, you have to "package" that sound file so my mod can see it. The easiest way is to create a simple, empty mod to act as a container. In the tModLoader menu, go to Workshop -> Develop Mods and click "Create Mod". The most important field is the Internal Name, so give it something unique like MariosunsinSounds and remember it.
1. Go to Google and search for "Terraria Sound IDs". The official wiki page should be one of the top results.
2. Find a sound you like on that list. For example, the default parry sound is Item 37.
3. The wiki uses spaces in the names (like Item 37). In the mod's config, you must replace the space with an underscore (_). If you don't, it won't work and might cause an error.
For example, to get the default parry sound, you'd look up "Item 37" on the wiki's Sound ID page, but you have to type it as Item_37 in the config. Same for others, like "NPC Hit 4" becomes NPC_Hit_4, or the crystal charge sound "Item 118" becomes Item_118. Just find the sound you want on the wiki, and make that change when you put it in the settings.
А что за искры? Просто я проверил, в точке парирования (оружием или персонажем, снаряд или тело врага) искры появляются как раз, желтая кучка частиц. Может они живут недолго конечно, но я их вижу каждый раз.
To answer your question, hitstop is currently disabled in multiplayer. I might look into making it work in the future, but right now I'm focused on a new mod. Stay tuned!
And yes, that's exactly why I made the configuration so detailed. There's no single "perfect" balance, so I wanted to give you all the power to find your own.
Really happy you're enjoying that freedom. Cheers!
брат будет код на гитхабе? мне оч интересно как такое пишется
For those who enjoy parrying, my new mod is out: Projectile Reflector .
It's a different concept: instead of parrying with your weapon, you use your own projectiles to intercept and return enemy fire.
Check it out here!
I had to look up 'Graze' and it's a brilliant idea for rewarding skilled dodging. I agree that making hardcore mods more accessible is a great goal.
Regarding how our mods could interact, I think they serve different players. Mine aims to be a lightweight, "just parry" addition, while yours sounds like a richer content experience. There's definitely a place for both approaches in the community!
I'm always open to suggestions, so once you've tested things, I'd love to hear your thoughts. Good luck with your mod's development!
If any of you are content creators, I would be absolutely thrilled to see a "Parry Only" challenge run on YouTube.
And if you just enjoy the mod, sharing it anywhere (YouTube, Reddit, with friends) helps a ton and would make my day. Thanks for all the support!
A like on the workshop page is always appreciated. If you have any ideas, there's a dedicated thread for them in the discussions, and you can find a support link on the main page.
Cheers!
A huge thank you for all the follows, ratings, and amazing comments recently! I've just pushed the new community-driven patch live for all of you.
Honestly, I'm a bit nervous I might have broken something in the process, so your feedback is more important than ever. If anything feels off or just plain broken, PLEASE let me know in the dedicated discussion threads. I'll be watching them closely and will fix any issues that come up.
Please post in the appropriate sections:
- Single-Player Bug Reports
- Multiplayer Feedback & Bug Reports
- Suggestions & Ideas
Also, one new thing I'd love your opinion on is the NEW SOUND EFFECT FOR A FAILED PARRY. What do you think of it? Does it fit? If you have any suggestions for a replacement, I'm all ears!
Cheers and thanks again for everything!