5 Starter Templates
Flaig edited this page 2026-10-05 23:52:30 +02:00
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Starter Templates

Every starter is a complete macro with Assets, Options and Animation sections. The asset strings start empty on purpose: choose art you have installed, since no asset pack's art or macros are included. Art that is stretched along a path (projectiles, beams, cones) has to be drawn for that: pointing along the path, with a fitting shape.

Available starters

Starter Event Required asset Optional assets What it does
Basic melee Trait SWING REACH_SWING, IMPACT, PARRY_SPARK, SOUND Swing centred in front of the attacker and turned toward the target; impact and shake on a hit, parry spark on a near miss, sidestep on a bigger miss
Basic ranged Trait PROJECTILE WEAPON, MUZZLE, IMPACT, GROUND, SOUND Bow or gun at the attacker, shot to the target on a hit or beside it on a miss (further out the worse the miss); impact or ground hit
Basic thrown Trait PROJECTILE IMPACT, SOUND Throw with optional spin; a Critical Failure lands short
Bolt / beam Trait (power) BEAM CAST, IMPACT, SOUND Cast and beam; color from the trapping; misses pass beside the target; shake on a raise; sputter on a failed activation
Blast Template EXPLOSION PROJECTILE, SOUND Projectile to the center, explosion sized to the template, optional camera shake for an LBT
Cone Template FILL CAST, SOUND Cast, then the fill stretched from the cone's tip to its end; preview with Cone or Small cone
Stream Template FILL SOUND Fill stretched from the stream's start to its end
Lasting area Template FILL SOUND Fill attached to the template that lasts as long as the template; shorter in the preview
Cast on target Trait (power) EFFECT CAST, SOUND Cast, then the effect on each target, or on the caster without targets; optional stagger
Aura Effect AURA — Aura attached to the token that lasts as long as the active effect; shorter in the preview
Impact Damage IMPACT SOUND Impact on each damaged target at a random angle, bigger and with a shake above a damage total you set
Flash Trait (power) VANISH APPEAR, SOUND Flash at the caster and, with a target, at the target; nothing teleports or moves
Empty Trait — Your own An empty sequence; change the event if you need another

Tuning

Each macro says whether a size is a multiplier or in pixels. HUE shifts colors in degrees with a ColorMatrix filter. Raise sizes, shakes, spin, dodge and parry are constants in the code, not item settings.

The attack starters (melee, ranged, thrown, Bolt) have IMPACT_LEAD: how many milliseconds before the swing or shot ends the impact and the shake start. Many projectile videos keep playing after the visible hit, so raise it when the shake comes late. Elsewhere, a negative waitUntilFinished value does the same: the next section starts that many milliseconds before the current asset ends.

Basic melee never stretches its swing: that would bend the arc with the distance. It centres the swing SWING_OFFSET (× the attacker's width) in front of the attacker, turns it toward the target and mirrors it when the target is on the left, so the arc stays on top. SWING_SCALE sets its size: asset packs differ, and some look right at 0.5. Bigger attackers swing bigger (size 2 about 1.4×, size 3 about 1.7×). REACH_SWING is a longer swing for targets that aren't adjacent.

Basic ranged can draw the weapon at the attacker: WEAPON is turned toward where the shot goes. WEAPON_OFFSET moves it in front of the attacker (0 for bows, about 0.5 for guns), and SOUND_DELAY lets a drawn bow's sound wait for the release.

Bolt's HUE_BY_ELEMENT covers fire, cold, lightning, acid, necrotic and radiant. Other elements use DEFAULT_HUE until you add them. The element named first in the power's trapping wins; the item name is the fallback.

The melee and ranged starters need a caster and targets. Cast on target and Flash also preview on the caster alone. Bolt's failed-activation sputter needs only CAST; everything else in Bolt needs BEAM.

Use Blast and Lasting area with blast templates. Lasting area sizes its fill from the template's diameter and does not mask the art to a cone or stream. Cone and Stream set only the length by stretching, so width and angle come from the art. Choose suitable art and check the fit in the preview.

Impact's HEAVY threshold compares the raw damage total. It sets how strong the animation looks; it is not the Heavy Weapon rule and does not guarantee a Wound. Aura starts when one of the item's active effects is dropped onto a token, actor sheet or combatant, or when an active effect with the item as its origin is created; it does not react to status toggles or to effects that already exist. Lasting effects need looping art.

Before you use one in play

Fill the required asset, assign the macro to the right row, preview the outcomes that matter, check the look at your scene's grid size and save. Add optional layers one at a time and tune each. A starter that runs without errors still needs art that fits and looks good.