# Ionrift Daggerheart Animator ![Downloads](https://img.shields.io/github/downloads/ionrift-gm/ionrift-daggerheart-animator/latest/total?color=violet&label=Downloads) ![Latest Release](https://img.shields.io/github/v/release/ionrift-gm/ionrift-daggerheart-animator?color=violet&label=Latest%20Version) ![Foundry v12](https://img.shields.io/badge/Foundry-v12-333333?style=flat&logo=foundryvirtualtabletop) ![Systems](https://img.shields.io/badge/systems-daggerheart-blue) **Connects Daggerheart to Automated Animations.** ![Demo](preview/demo.gif) This module links generic Daggerheart attacks (Claws, Bite, Melee) to **Automated Animations**. ### Support Ionrift [![Patreon](https://img.shields.io/badge/Patreon-ionrift-ff424d?logo=patreon&logoColor=white)](https://patreon.com/ionrift) [![Discord](https://img.shields.io/badge/Discord-Ionrift-5865F2?logo=discord&logoColor=white)](https://discord.gg/vFGXf7Fncj) > Documentation, setup guides, and troubleshooting: **[Ionrift Wiki](https://github.com/ionrift-gm/ionrift-library/wiki)** Most monster attacks aren't real "Items" in Foundry, so animations don't trigger. This module fixes that by constructing a temporary item during the roll. ## What it does It bridges the gap by presenting a valid weapon during the roll, enabling hooks to fire. No module settings to configure. ## Installation 1. Install **Automated Animations** and **Daggerheart**. 2. Install this module (`ionrift-daggerheart-animator`). 3. Enable all three. ## Setup & Usage 1. Open **Automated Animations** settings. 2. Go to **Global Automatch**. 3. Add entries for your common attack names (e.g., "Claws", "Bite", "Slam"). * *Tip: Use the "Melee" category for generic swings.* 4. Roll an attack from a Daggerheart PC or NPC sheet. 5. Animations play on the roll. ## License MIT --- **Part of the [Ionrift Module Suite](https://github.com/ionrift-gm)** [Wiki / Guides](https://github.com/ionrift-gm/ionrift-library/wiki) · [Discord](https://discord.gg/vFGXf7Fncj) · [Patreon](https://patreon.com/ionrift)