Inkwell Status Effects
======================

12 cel-shaded status effect frames and duration indicators for light
interfaces — flat poster with signal red accents. SVG plus transparent PNG at
1x, 2x and 4x.

Inkwell Status Effects is a set of 12 status effect frames and duration
indicators drawn in the cel-shaded style, where a thick ink outline wraps two
flat tones split by a hard diagonal terminator. It contains buff, debuff and
neutral frames, permanent and expiring frames, five duration ring steps, a
duration bar and a stack count badge.

A buff icon sits on screen for three seconds and the player never looks
straight at it — they catch it in the corner of their eye. That rules out the
usual solution: a green border for good and a red one for bad collapses in
colourblind modes, and it collides with whatever colours the game itself is
already using on that HUD.

The shadow is a single hard-edged shape with no falloff — the defining
property of cel shading, and the thing a gradient can never imitate. The
outline uses the darkest tone in the palette rather than the border tone, or
it reads as a thick grey frame instead of ink.

Inside that style this is the Inkwell reading of it: a light interface on a
flat poster palette with signal red accents, built around a single bordered
frame, square-cornered buttons at 152x52, banded bars divided into 5 segments,
and solid icons on a 24px grid. Those measurements are why two families can
share an art style without being interchangeable: the style decides how an
edge is drawn, the numbers decide what the interface is for.

Buff and debuff are separated by shape instead. The buff frame pushes its
corners outward and the debuff frame folds them inward: one grows, the other
eats. Both survive a greyscale screenshot. Duration is a ring around the icon
rather than a bar beneath it, because a bar pushes every icon down a few
pixels and breaks the row. The rings ship as five steps rather than one sprite
because most engines cannot clip an SVG at runtime — a filling ring is either
a shader or a step atlas, and the atlas works everywhere. The frames ship
empty: your own effect icon goes in the middle.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Inkwell family,
which means this kit and the Inkwell panel kit line up without either being
resized. A good fit for cel-shaded and toon-rendered games.

HOW TO USE

  - Put your effect icon in the recessed centre at about 60% of the frame
    width; the recess is drawn with that margin.
  - Swap the whole frame between buff and debuff rather than tinting one,
    because the difference is in the corners.
  - Play the duration rings as an ordered sequence from full to empty, or use
    the ring at 50 percent as the single frame when the exact remainder does
    not matter.
  - Anchor the stack badge to the top-right corner of the frame and draw the
    count with your own font — no digits are drawn here.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/inkwell-status-effects
More free assets: https://www.colorosse.com
