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ESKIE EFFECTS - ⚔️ ATTACK! ATTACK! v1.1.0 Update

Yo!


Eskie Effects' first official update is here! And as the first order of business, I really wanted to hammer in some essential effects for the module. And what’s more essential than ATTACKS?! This update focuses on establishing some fundamental attack effects to make combat more cinematic. So all your swinging, stabing, and dashing needs can be met here. Head over to the MASTER POST to get the updated MANIFEST LINK. Hope you all enjoy and thank you for your support! 💖


MASTER POST (<- Attack! Attack! Update here)

⚔️ ATTACK EFFECTS

I set out to make attack effects that weren't just for general purpose, but were also simple, smooth, and packed with that responsive animated “feel” you’d expect from video games or anime. And in my pursuit of that I ended up with 576 attack variations!😅

These include 8 different colors, damage types (slashing, bludgeoning, piercing), varying attack weight (medium, light, heavy), and probably most important hit-stun speed!

Examples of the different hit stun speeds

What is hit stun? Well that little burst of dopamine you get when you land an attack in a video game is because of hit stun. It's a technique involving freezing the frame briefly whenever an attack is landed. It’s a technique where the frame freezes briefly on impact. It’s subtle enough that the player to never consciously notices, but it plays a huge role in making an attack "feel" good and weighty.

All attacks in this update come in 3 hit stun speed variations. You can implement them however you want, but I would use FAST for misses, NORMAL for hits, and SLOW for juicy crits!

🏃‍♂️‍➡️MOVEMENT TRAILS

This update also adds in token trails for all your movement ability needs. So now we all have a clean dynamic effects to slap on our tokens for all our fancy dashes and charges.

You can use the .persist() method in Sequencer, to seamlessly loop a trail for longer movements. Or add .startTime(750) to the effect, to only use the outro animation for quick and short dashes.

Now it is possible to create trail effects that will automatically play and rotate based on the token's actual in-game movements. But it's too complicated to explain here. So keep an eye in Discord this month, for I will be posting macros that showcase the method!

✨ ADDITIONAL EFFECTS

In addition to attacks and trails, I've added some complementary effects and some small requests from community members. These include:

You can see all these effects in the ASSET PREVIEWER! Just click the "new" button and it will filter only the new effects in the library.


ESKIE EFFECTS - ⚔️ ATTACK! ATTACK! v1.1.0 Update

Comments

Hello, could you walk me through the process of having hit/miss/crit animations on foundry? For hit its pretty simple, just edit on automated animations. But I dont know how to do miss and crit animations. There is an option on automated animations to enable animations for critical hits and critical misses, but im assuming those are meant to be more generic and not specific due to them being used for every actor performing a crit.

Leon Domingos Gomez Esteves


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