Manual Placement
Manual Placement replaces automatic particle distribution with positions placed directly on the Scene. Each custom definition supplies the images available to the effect and to its individual placements.
Create the custom effect through Manage User Particle Effects, then select Manual Placement from Base Effect.
| Reference | Value |
|---|---|
| Package | FXMaster+ |
| Definition type | Custom particle base |
| Base Effect label | Manual Placement |
| Exposed parameters | 35 |
Important controls
Section titled “Important controls”- Sprites: Selects which custom images are available to the effect and its placements.
- Manual Placement: Switches between exact placed positions and automatic particle distribution.
- Manual Placement Controls: Provides Place, Delete, and Clear actions.
- Direction: Sets the orientation or movement direction used by the images.
- Light Source: Creates optional Foundry light sources for manually placed images.
- Glow: Adds a glow around each custom image.
- Burn Tokens: Adds the temporary token-burning presentation when eligible tokens enter the effect area.
Place custom particles
Section titled “Place custom particles”- Create the custom definition and add one or more images under Textures.
- Select Particle Effects from FXMaster Controls, then add or edit the custom effect.
- Enable Manual Placement.
- Use Sprites to choose which custom images are available.
- Use Place to add a position, Delete to target an existing position, or Clear to remove every placement for that effect.
- Use the on-canvas preview to position and orient the image.
Placements are stored with the Scene and restored when the Scene loads. Closing Particle Effects Management exits the active placement interaction without deleting saved positions.
Placement presentation
Section titled “Placement presentation”Scale, Opacity, Direction, Horizontal Flip, Glow, and Glow Radius control the placed images. When Light Source is enabled, each placement can also create a Foundry light using Light Color, Light Radius, Bright Radius, Light Intensity, and Light Flicker.
Burn Tokens is optional. It adds a temporary client-side burning presentation to eligible tokens that enter the custom particle area, with controls for duration, trigger radius, scale, opacity, pulse detail, and tint.
The built-in Fire and Ghosts effects also provide their own Manual Placement modes. Their pages document the controls specific to those effects.
Parameters
Section titled “Parameters”The table combines the settings inherited by a custom Manual Placement effect in Scene and Region contexts. Scene-only and Region-only badges identify controls limited to one context. Hover or focus an info button to see what the parameter changes on the canvas. Select it to keep the card open.
Hover or focus an info button to see what the parameter changes on the canvas. Select it to keep the card open. Context badges identify Scene-only and Region-only controls; unbadged parameters are available in both. Hover or focus an availability condition to highlight the parameter that controls it.
| Parameter | Control | Default | Range or choices | Availability |
|---|---|---|---|---|
Below Tokens belowTokens | checkbox | Off | — | Always |
Below Tiles belowTiles | checkbox | Off | — | Always |
Below Foreground belowForeground | checkbox | Off | — | Always |
Levels levelsScene only | scene-levels | All Levels | — | Always |
Tint tint | color | #FFFFFF (disabled) | — | Always |
Sound FX soundFxEnabled | checkbox | Off | — | Always |
Sound FX Sounds soundFxManualSoundIds | multi-select | Rule default | — | |
Sprites spritesheets | multi-select | All images | — | Always |
Manual Placement manualPlacement | checkbox | On | — | Always |
X Adjustment xAdjustment | range | 0 | -10–10 · step 0.05 | |
Y Adjustment yAdjustment | range | 0 | -10–10 · step 0.05 | |
Horizontal Flip flipHorizontal | checkbox | Off | — | |
Manual Placement Controls placementActions | particle-actions | | — | |
Light Source lightSource | checkbox | Off | — | |
Light Color lightColor | color | #ff8a20 (enabled) | — | |
Light Radius lightRadius | range | 4 | 0.5–20 · step 0.5 | |
Bright Radius lightBrightRadius | range | 1 | 0–20 · step 0.5 | |
Light Intensity lightAlpha | range | 0.55 | 0.05–1 · step 0.05 | |
Light Flicker lightFlicker | range | 0.65 | 0–1 · step 0.05 | |
Direction direction | range | 0 | 0–360 · step 5 | Always |
Scale scale | range | 0.36 | 0.1–1 · step 0.01 | Always |
Density density | range | 0.33 | 0–1 · step 0.01 | |
Opacity alpha | range | 1 | 0–1 · step 0.05 | Always |
Flicker flicker | range | 0.55 | 0–1 · step 0.05 | Always |
Glow glow | range | 0 | 0–1 · step 0.01 | Always |
Glow Radius glowRadius | range | 18 | 4–20 · step 1 | Always |
Burn Tokens burnTokens | checkbox | Off | — | Always |
Burn Duration burnTokenDuration | range | 8 | 1–60 · step 1 | |
Burn Trigger Radius burnTokenRadius | range | 0.75 | 0.1–5 · step 0.05 | |
Burn Visual Scale burnTokenScale | range | 0.32 | 0.1–1 · step 0.01 | |
Burn Opacity burnTokenAlpha | range | 0.85 | 0.1–1 · step 0.05 | |
Burn Pulse Detail burnTokenIntensity | range | 0.43 | 0.1–1 · step 0.01 | |
Burn Tint burnTokenTint | color | #ff7a20 (disabled) | — | |
Darkness Activation darknessActivationEnabled | checkbox | Off | — | Always |
Darkness Activation Range darknessActivationRange | range-dual | {"min":0,"max":1} | 0–1 · step 0.01 |
Direct-effect API example
Section titled “Direct-effect API example”After a custom effect is created, its generated effect ID can be used as a particle type. Stored manual placements remain Scene data; the API example below starts the custom row that uses them.
const customType = 'your-custom-particle-id';
const created = await FXMASTER.api.effects.play({ particles: [{ id: 'apiMacro_customManual_p', type: customType, options: { manualPlacement: true, scale: 0.35, glow: 0.25, }, }],});
await FXMASTER.api.effects.particles.stop(created.particles);For scene targeting, stack ordering, updates, and toggle groups, see the Direct Effect API guide.