Your keystrokes are no longer one fixed shape. There are now eleven designs to choose
from, an animation system you assemble yourself from separate parts, and a gallery to
browse both. How a key looks at rest and what it does when you press it are two separate
choices, so any design works with any animation.
Full documentation lives on the website: **https://eymistaken.github.io/Eymistaken-s-HUD-Website/**
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## Eleven looks for your keystrokes
**Baseline** is what you already had. **Frame** hollows the key out and leaves a thin
border, which stays readable in a fight without covering the scene behind it. **Bar**
drops the box entirely and puts a rail under the letter. **Soft Block** rounds the
corners and catches a highlight along the top edge. **Segment** slices the key into
horizontal bands like an equalizer, and **Neon** sets an almost-black core inside a
three-layer halo.
**Wedge** and **Hex** are arrangements as much as shapes: Wedge places your movement keys
as a compass pointing out from a center, and Hex interlocks them into a comb. Choosing
one moves your keys into its slots and keeps their keybinds, labels and colors with
them. Leaving it again puts the stock grid back. **Pixel Bevel** and **Slot** take the
other direction, with double borders, gold corner pixels and a recessed board.
**Timeline** is not a key style at all — it lays out lanes and scrolls your press history
through them.
Open the Keystrokes Designer and press **DESIGN** in the toolbar to browse them. Every
card in the gallery presses and releases itself while you look, because a design that
only sits still tells you nothing about what happens when you actually use it. Picking
one brings its palette across too — Neon needs its dark core, the pixel styles need their
slate and gold — and everything stays editable afterwards.
> 
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## Animations you put together yourself
Pressing a key can move it, paint it, or both, and you choose each independently.
A key can **Squish**, **Kick**, **Sink** or **Nudge** — and more than one at a time. Sink
and Nudge add together into a diagonal shift; Kick takes over from Squish when both are
on. Separately, a key can be painted by a **Ripple**, a **Sweep**, a **Cascade** through
its slices, a **Hold Ring** that travels the border while you keep the key down, an
**Edge Run** that circles it, or a plain **Glow**. Several fills can run at once and they
paint in a fixed order, so ticking them in a different sequence does not change the
result.
One direction setting drives every fill you have on: **Right**, **Left**, **Up**,
**Down**, **Center Out**, **Edges In**, **Clockwise** or **Counter-Clockwise**. Each fill
takes what it can use from it, which is what lets a sweep running upward and a ring
running clockwise coexist under a single control. There is also a **Release Trail**,
which sends a fading outline outward at the moment you let a key go — it shows the rhythm
of fast clicking rather than the press itself.
Animations live under **ANIM** in the designer toolbar.
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## Different settings for one key
Any single key can break from the rest. Select it on the canvas and the inspector's
design section lets you give that key its own design, motion, fill or direction while
everything else follows the module. A per-key animation replaces the module's set rather
than adding to it, so this is also how you take one key out of an effect its neighbors
have.
> 
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## Smaller changes
An ornamented board can now be drawn behind the whole key cluster. It is its own toggle
rather than part of a particular style, so it sits behind any of the eleven designs. Undo
in the designer now covers the module's appearance as well as the key positions, so
stepping back from a design you tried does not leave its colors behind. **RESET LAYOUT**
resets the whole module rather than only the positions.
The design can also be switched from the in-game HUD editor and the settings screen if
you do not need the full designer. Animations stay in the designer, since several can be
active at once and a single-value setting cannot show that.
Existing configurations carry over. Your current keys, colors and effect settings are
read and translated into the new system on first launch.
Optional dependencies
Mod Menu
Any compatible version
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }