Auto Parry
Automatically parries incoming heavy melee attacks: when a nearby enemy hero charges a heavy melee swing, the script activates the parry for you.
Menu locationโ
Misc โ Auto parry
What it doesโ
The script listens for heavy-melee charge sounds (Player.Melee.Hold.Shared and Player.Melee.Dash) from enemies near you. Every such sound from a living enemy within ~20 meters is registered as a potential threat (a "charge"). While a charge is active the script watches that enemy and, if it is a genuine threat, automatically taps the parry ability (citadel_ability_melee_parry) to block the swing.
A charge stays armed for the Charge window (ms) duration after the charge sound. A parry only fires if the attacker is closer than Min. distance auto parry meters (checked against hand-bone positions), is not too far off vertically, and โ when the checks are enabled โ passes the extra facing and visibility filters.
Additional checks:
- Check attacker facing โ only parry when the attacker is turned toward you. Fewer false parries, but may miss a lunge from the side. The allowed turn angle is set by the Facing FOV slider.
- Check my camera angle โ only parry attackers within your camera's view arc; avoids parrying enemies behind you. The arc half-angle is set by the My camera angle slider (180 = any direction).
- Visibility check โ require line of sight to the attacker before parrying.
- Draw sectors โ visualize the camera arc (cyan) and nearby enemies' facing cones in the world (green when facing you, red when not). Useful to tune the angles.
Auto parry overlay โ on-screen status panelโ
A separate draggable on-screen card shows the current auto-parry state: a header with an ON/OFF badge. The card can be dragged with the left mouse button. Its position, size, and opacity are configured with the sliders below.
- Position: X / Position: Y โ the panel's on-screen coordinates.
- Size (%) โ the panel scale.
- Opacity โ the opacity of the panel background.
The feature can be toggled quickly with the Toggle key. The script is inactive while the shop is open.
Settingsโ
| Menu item | Type | Default | Description |
|---|---|---|---|
| State | Toggle | On | Enables/disables auto parry. |
| Auto parry overlay | Toggle | On | Show a draggable on-screen auto parry status panel. |
| Toggle key | Key | None | Press to toggle auto parry on/off. |
| Min. distance auto parry | Slider | 4.5 | Maximum distance (in meters) to the attacker for a parry to trigger. Range: 1โ10. |
| Charge window (ms) | Slider | 700 | How long after the heavy-melee charge sound a parry stays armed. Range: 200โ1000. |
| Check attacker facing | Toggle | Off | Only parry when the attacker is turned toward you. Fewer false parries, but may miss lunges. |
| Facing FOV | Slider | 120 | Allowed attacker turn angle when the facing check is on. Higher = looser, lower = stricter. Range: 30โ180. |
| Check my camera angle | Toggle | Off | Only parry attackers within your camera's view arc โ avoids parrying enemies behind you. |
| My camera angle | Slider | 90 | Half-angle (degrees) of the arc in front of your camera where parry is allowed. 180 = any direction. Range: 1โ180. |
| Draw sectors | Toggle | Off | Visualize the camera arc and nearby enemies' facing cones in the world โ useful to tune the angles. |
| Visibility check | Toggle | Off | Require line of sight to the attacker before parrying. |
| Position: X | Slider | 230 | X coordinate of the status panel. Range: 0โ1920. |
| Position: Y | Slider | 843 | Y coordinate of the status panel. Range: 0โ1080. |
| Size (%) | Slider | 100 | Status panel scale. Range: 60โ150. |
| Opacity | Slider | 0 | Opacity of the status panel background. Range: 0โ50. |