module

Draw Steel + Automated Animations Bridge

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Latest version2.3.0
Minimum Core13
Compatible Core13
Last updated5 months ago
Created6 months ago
Authors
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Systems Draw-steel
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A Foundry VTT module that bridges Draw Steel ability usage to Automated Animations, providing dynamic visual feedback for combat and abilities.

Version Information

  • Version: 2.2.0
  • Author: stgreenb
  • Foundry Compatibility: v13
  • Dependencies:
    • Automated Animations
    • Sequencer
    • Draw Steel System
    • Draw Steel Qukck Strike
    • JB2A Animations

Installation

  1. Install this module in Foundry VTT
  2. Install required dependencies: Automated Animations and Sequencer
  3. Import the DS animation menu (ds-aa.json) for fallbacks via:
    • Automated Animations → Menu Manager → Merge or Overwrite
  4. Enable the module in world settings

Animation Selection Logic

Once you import the 'ds-aa.json' you will have 30 fallback animations that will be used if you don't enter an specific abilities name into AA. I picked fallback animatiosn that are in the free JB2a for D&D5e, but if you have the full patreon you can pick more options.

The bridge follows a clear decision tree for animation selection:

1. Direct Match Check

First checks if the ability name exists in AA's database:

  • If found → Uses that animation
  • If not found → Falls back to DS animations

2. Fallback Animation Selection

DS animations are selected based on ability keywords and damage type (for now we only animate if there is damage):

Strike Keyword Detection

  • Has Strike → It's an attack → Use Melee or Ranged animations
  • No Strike → It's a buff/debuff → Use OnToken animations

Attack Type Determination (Strike abilities)

  • Ranged keyword → [DS] Range + <element>
  • Melee keyword → [DS] Melee + <element>
  • Both Ranged & Melee → Prioritize Ranged
  • Neither → Default to Melee

Element/Damage Type Selection

Priority order:

  1. Element keyword (Fire, Cold, Lightning, etc.)
  2. Damage type from the attack
  3. None (if no element or damage type)

Animation Examples

Attack Examples (Has Strike)

  • "Bifurcated Incineration" - Keywords: [Ranged, Strike, Magic, Fire], Damage: Fire

    • → [DS] Range + Fire
  • "Melee Free Strike" - Keywords: [Melee, Strike], No damage type

    • → [DS] Melee + None]

Buff/Debuff Examples (No Strike)

  • "Lightfall" - Keywords: [Area, Magic], Damage: Holy
    • → [DS] On Token + Holy

Debug Mode

Enable debug mode in module settings to see:

  • Animation selection process
  • Keyword detection
  • Damage type resolution
  • Database lookup results

Troubleshooting

Animations Not Playing

  1. Ensure DS fallback animations are imported via AA Menu Manager
  2. Check that Automated Animations and Sequencer are active
  3. Verify you own the source token or are GM
  4. Enable debug mode to see selection process

Wrong Animation Category

  • Check that the ability has the correct keywords
  • Verify Strike keyword presence for attack vs buff detection
  • Confirm damage type is being passed correctly

Missing Element Variants

  • Ensure all DS animations are imported (30 total entries)
  • Check AA Menu Manager for incomplete imports

Files in This Distribution

  • module.json - Module manifest
  • ds-aa-bridge.bundle.mjs - Main module bundle
  • ds-aa.json - DS animation menu for import
  • README.md - This documentation

To be Added

  • Monster (claw, bite, etc) animations
  • Ranged weapon vs ranged without weapon
  • Build specific animations for some abilties and/or make it easy for the community to submit them.

Recent Changes (v2.2.0)

  • ✅ Draw Steel 0.10.0 Compatibility: Verified compatibility with Draw Steel v0.10.0
  • ✅ Chat Message Parts: Tested with new chat message parts system
  • ✅ Stable Integration: ds-quick-strike hook integration remains stable

License

This module bridges Draw Steel to Automated Animations. Please ensure you have proper licenses for all dependent modules.

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