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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.


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 itemTypeDefaultDescription
StateToggleOnEnables/disables auto parry.
Auto parry overlayToggleOnShow a draggable on-screen auto parry status panel.
Toggle keyKeyNonePress to toggle auto parry on/off.
Min. distance auto parrySlider4.5Maximum distance (in meters) to the attacker for a parry to trigger. Range: 1โ€“10.
Charge window (ms)Slider700How long after the heavy-melee charge sound a parry stays armed. Range: 200โ€“1000.
Check attacker facingToggleOffOnly parry when the attacker is turned toward you. Fewer false parries, but may miss lunges.
Facing FOVSlider120Allowed attacker turn angle when the facing check is on. Higher = looser, lower = stricter. Range: 30โ€“180.
Check my camera angleToggleOffOnly parry attackers within your camera's view arc โ€” avoids parrying enemies behind you.
My camera angleSlider90Half-angle (degrees) of the arc in front of your camera where parry is allowed. 180 = any direction. Range: 1โ€“180.
Draw sectorsToggleOffVisualize the camera arc and nearby enemies' facing cones in the world โ€” useful to tune the angles.
Visibility checkToggleOffRequire line of sight to the attacker before parrying.
Position: XSlider230X coordinate of the status panel. Range: 0โ€“1920.
Position: YSlider843Y coordinate of the status panel. Range: 0โ€“1080.
Size (%)Slider100Status panel scale. Range: 60โ€“150.
OpacitySlider0Opacity of the status panel background. Range: 0โ€“50.