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Manual Placement

Custom particle base
FXMaster+Particle base

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
  • 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.
  1. Create the custom definition and add one or more images under Textures.
  2. Select Particle Effects from FXMaster Controls, then add or edit the custom effect.
  3. Enable Manual Placement.
  4. Use Sprites to choose which custom images are available.
  5. Use Place to add a position, Delete to target an existing position, or Clear to remove every placement for that effect.
  6. 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.

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.

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.

35 exposed parameters1 Scene-onlyGenerated custom ID API type

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.

ParameterControlDefaultRange or choicesAvailability
Below Tokens
belowTokens
checkboxOffAlways
Below Tiles
belowTiles
checkboxOffAlways
Below Foreground
belowForeground
checkboxOffAlways
Levels
levelsScene only
scene-levelsAll LevelsAlways
Tint
tint
color#FFFFFF (disabled)Always
Sound FX
soundFxEnabled
checkboxOffAlways
Sound FX Sounds
soundFxManualSoundIds
multi-selectRule default
Sprites
spritesheets
multi-selectAll imagesAlways
Manual Placement
manualPlacement
checkboxOnAlways
X Adjustment
xAdjustment
range0-10–10 · step 0.05
Y Adjustment
yAdjustment
range0-10–10 · step 0.05
Horizontal Flip
flipHorizontal
checkboxOff
Manual Placement Controls
placementActions
particle-actions
Light Source
lightSource
checkboxOff
Light Color
lightColor
color#ff8a20 (enabled)
Light Radius
lightRadius
range40.5–20 · step 0.5
Bright Radius
lightBrightRadius
range10–20 · step 0.5
Light Intensity
lightAlpha
range0.550.05–1 · step 0.05
Light Flicker
lightFlicker
range0.650–1 · step 0.05
Direction
direction
range00–360 · step 5Always
Scale
scale
range0.360.1–1 · step 0.01Always
Density
density
range0.330–1 · step 0.01
Opacity
alpha
range10–1 · step 0.05Always
Flicker
flicker
range0.550–1 · step 0.05Always
Glow
glow
range00–1 · step 0.01Always
Glow Radius
glowRadius
range184–20 · step 1Always
Burn Tokens
burnTokens
checkboxOffAlways
Burn Duration
burnTokenDuration
range81–60 · step 1
Burn Trigger Radius
burnTokenRadius
range0.750.1–5 · step 0.05
Burn Visual Scale
burnTokenScale
range0.320.1–1 · step 0.01
Burn Opacity
burnTokenAlpha
range0.850.1–1 · step 0.05
Burn Pulse Detail
burnTokenIntensity
range0.430.1–1 · step 0.01
Burn Tint
burnTokenTint
color#ff7a20 (disabled)
Darkness Activation
darknessActivationEnabled
checkboxOffAlways
Darkness Activation Range
darknessActivationRange
range-dual{"min":0,"max":1}0–1 · step 0.01

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.