parry-2.0.0.jar
Curse Maven Snippet
What's new
New — Perfect Parry
Parry at the last possible moment, reacting to the attack instead of holding parry early, and the counter hits far harder:
- Double counter-attack damage, including reflected arrows
- Double launch distance on fall parries
- A rainbow shock ring, a rainbow gauge and a PERFECT callout
- A rainbow burst and chime in the world, visible to nearby players
How tight the timing is, and how big the reward, are both configurable.
New — Parry Glow
Players now glow gold while their parry window is open, making parries readable in multiplayer. The glow fades as the window closes, so opponents can see how much of it is left.
New — Advancements
Seven advancements, from a first parry through reflecting a fireball back at a ghast to chaining five parries together.
New — Animated first-person arm (optional, off by default)
A jointed arm that swings when you parry, with support for both wide and slim skins. Requires GeckoLib.
A simpler animation is also available that keeps the vanilla arm and works with any held item. Both live under Display in the config and are off by default.
Fixed
- The parry bar is no longer hidden by other HUD mods. Colorful Hearts, Overflowing Bars and similar mods could paint over the parry indicator and make it disappear entirely. Thanks to amik1n6 and Ryuta0_ for reporting.
- Parried attacks no longer land their debuffs. An attack whose damage was parried could still apply its status effect — most notably Cataclysm's Ignis, who then healed off the Infernal Brand he had just applied. Harmful effects are now blocked for the parry window plus a short grace period, which also catches mods that apply their debuff a moment after the hit. Thanks to TheDuviri and inevitablebanana07 for reporting.
- Parrying a trident no longer destroys it. Reflected tridents came back as a plain arrow and the trident was lost for good, Loyalty included. Reflections now preserve the original projectile, so tipped arrow effects, Power levels and pickup rules survive as well.
- Parry no longer breaks after loading a different world. Returning to the title screen and opening another world could leave a cooldown that never expired, or a brief stretch of invulnerability.
Improved
- Redesigned parry gauge — a framed bar with a gradient fill, the window visibly closing inward as it runs out, a cooldown that fills as it recharges, a READY pulse, and a shake when parry is pressed too early.
- Reworked impact feedback — the signature white flash is unchanged, and a gold shock ring now bursts out of the crosshair alongside it.
- Other players now see a swing when someone parries.
- The config screen is fully translated. Every option has a proper name and a hover tooltip explaining what it does, and the pages are named Gameplay and Display rather than showing raw file names.
New config options
| Option | What it does |
|---|---|
flashDurationMs |
How long the parry flash takes to fade (thanks amik1n6) |
enableFallDamageLaunch, fallDamageLaunchPower |
Turn off or soften being thrown after a fall parry (thanks toster221) |
meleeCounterMultiplier, meleeCounterMaxDamage, meleeCounterKnockback |
Tune counter-attack damage and knockback (thanks eli_zeele) |
requireWeapon |
Only allow parrying while holding a weapon (thanks eli_zeele) |
parryHealAmount |
Restore health on a successful parry (thanks user_i5rgl5kx0suj5gb6) |
Also added: perfect parry timing and rewards, debuff negation, parry glow, rainbow effects, gauge position and scale, and arm placement.
This mod has no additional files

