> For the complete documentation index, see [llms.txt](https://docs.akiraghost.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.akiraghost.com/product-guides/akira-jni/features/visuals/hit-effects.md).

# Hit Effects

The *Hit Effects* module layers visual and audio feedback over every hit you land and every kill you secure, so combat reads clearly at a glance instead of leaving you guessing whether a swing connected. It combines hit markers, floating damage numbers, comic-book text, screen-edge kill vignettes, and streak announcements into a single feedback layer.

## Hit marker

**Hit Marker** (on by default) flashes a crosshair-style marker at the screen center each time you hit a player. **Hit Marker Style** (default **X (Diagonal)**) sets its shape:

* **X (Diagonal)** — four diagonal lines radiating from center.
* **Cross (+)** — four axis-aligned lines.
* **Circle** — a circular ring.

The lines use a **Hit Marker Color** with a surrounding **Outline Color**. **Hit Marker Size** sets their length from `3` to `30 px` (default `10`), **Hit Marker Thickness** their weight from `1.0` to `5.0` (default `3.0`), and **Outline Thickness** the outline weight from `0.0` to `4.0` (default `1.5`). **Hit Marker Gap** opens a clear zone around your actual crosshair so the marker doesn't obscure it, from `0` to `20 px` (default `4`).

The marker stays visible for a **Duration** of `0.1` to `2.0 s` (default `0.3`). **Fade Out** (on by default) has it dissolve from full opacity to transparent over that window rather than vanishing instantly. **Expand Animation** (on by default) adds a brief outward burst on each hit, with **Expand Amount** setting how many extra pixels the lines travel, from `1` to `15 px` (default `5`).

## Damage numbers

**Damage Numbers** (on by default) spawns a number at the hit entity's world position that floats upward and fades out. It uses a **Damage Number Color** at a **Font Size** from `8` to `32` (default `16`). **Number Duration** keeps it on screen from `0.3` to `3.0 s` (default `1.0`), **Rise Speed** sets how fast it floats upward from `10` to `100` (default `40`), and **Fade Out Numbers** (on by default) fades it as it rises.

**Number Style** (default **Plain**) draws the number bare, or switch to **With Background** for a semi-transparent backing. **Critical Hit Indicator** (on by default) renders critical-hit numbers larger and with distinct styling so you can spot crits instantly.

## Hit sound

**Sound** (off by default) fires an audio cue on each confirmed hit, at a **Sound Volume** from `0.00` to `2.00` (default `0.50`). **Hit Sound** (default **Default**) uses the built-in cue, or pick **Custom** to open a file picker and select your own `.wav`.

## Comic text

**Comic Text** (off by default) displays words like "ZAP!", "BAM!", or "POW!" near the hit entity. **Comic Look** (on by default) applies built-in vivid colors; turn it off to use the **Comic Text Color** picker instead. While Comic Look is on, **Starburst** (on by default) draws a comic-style action burst behind the word, and **Starburst Size** scales that burst from `0.8` to `3.0` (default `1.5`).

**Comic Font Size** sets the word size from `12` to `48` (default `28`), **Comic Duration** keeps it visible from `0.3` to `2.0 s` (default `0.8`), and **Comic Fade Out** (on by default) fades it as it clears.

## Kill effects

**Kill Effects** (off by default) is the master toggle for everything in this section. With it on, the individual effects below fire when you eliminate a player:

* **Kill Vignette** (on by default) briefly flashes a **Vignette Color** at the screen border, for a **Vignette Duration** from `0.1` to `1.0 s` (default `0.4`).
* **Kill Text** (on by default) renders a large ELIMINATED announcement with the victim's name, held for a **Kill Text Duration** from `0.5` to `3.0 s` (default `1.5`).
* **Kill Counter** (on by default) keeps a running total of kills this session visible in the corner at all times.
* **Kill Streak** (on by default) escalates visuals and announcements when you chain kills. **Streak Window** sets the maximum seconds allowed between kills before the streak resets, from `3` to `30 s` (default `10`).
* **Kill Sound** (off by default) plays a cue on each kill, at a **Kill Sound Volume** from `0.00` to `2.00` (default `0.50`). **Kill Sound Choice** (default **Default**) uses the built-in sound, or **Custom** to load your own `.wav`.
