module

Ionrift: Daggerheart Animator

Endorsements
0
Installs
0.17%
Comments
0
Latest version1.0.17
Minimum Core
Compatible Core
Last updated2 months ago
Created8 months ago
Authors
Languages
Systems Daggerheart
Project source Project URL
Report bugs Bug tracker URL
Read-me Readme URL

Bridges Daggerheart monster attacks to Automated Animations.

Most Daggerheart monster attacks (Claws, Bite, Slam) aren't real Items in Foundry - they're text entries on the sheet. Automated Animations can't detect them because no item hook fires during the roll. This module constructs a temporary weapon during the attack, enabling combat VFX and visual effects for creature actions that would otherwise have no animation.

Daggerheart attack with automated animation

How it works

  • Temporary item construction - when a Daggerheart attack rolls, the module creates a short-lived weapon item matching the attack name. Automated Animations sees the item and fires the corresponding animation.
  • Zero configuration - no settings, no mapping UI. Install, enable, and animations work.
  • Global Automatch compatible - add attack names (Claws, Bite, Slam) to Automated Animations' Global Automatch list. The module handles the rest.

Setup

  1. Install Automated Animations and Daggerheart.
  2. Install this module.
  3. Open Automated Animations, then Global Automatch, and add entries for common attack names (Claws, Bite, Slam, Melee).
  4. Roll an attack. Animations fire.

Requirements

Links

  • GitHub - source, issues, docs.

Part of the Ionrift Module Suite

Wiki / Guides · Discord · Patreon

Subscribe
Notify of
0 Comments
0
Would love your thoughts, please comment.x
()
x