mm3e-animations allows you to execute sequencer and automated animation that are looked up based on the descriptor and power effect of the item being clicked on. Grab it here. Need support? Hit me up on Discord!
Building a complete list of animations for an effects based systems like Mutants and Masterminds is basically impossible. Effects based systems allow players to define the exact power they want by purchasing a game effect for their character (like damage for instance), applying one or more modifiers (like range and area effect), and then finally a descriptor (like fire, or maybe a thrown hammer). This module aims to make it possible to create animations based on the descriptor/effect/ modifier combination of a power item., with the goal of defining reuable componentrs that can be mixed and matched in order to support an infinite combination of unique powers! This is the first, earliest version of this effort, and I want to add alot more over time.
Lets ake this real with an example. I want to animate all combinations of fire powers that could be created in the mm3e system. To do this I define :
a common fire range cast effect
a common fire melee cast effect
a common fire project effect
a common fire affect sequence for every power effect that could reasonably be used by the fire descriptor, a few examples:
Damage
Affliction
Transform
(man it sucks being electro)
I then rely on interpeter that activates when ever a player clicks on a power. This interpreter determines what effect components are required to animate that power. It does this by looking at the following attributes of the power:
This module makes animating powers for this type of system possible by: