Fire
Animated fire sprites with manual placement, optional light sources, glow, and token-burning visuals.
Weather effects can cover a full Scene or be limited to Regions. Configure the placement or movement controls exposed by the effect first, then tune its appearance, population, and optional background controls.
| Reference | Value |
|---|---|
| Package | FXMaster+ |
| Effect kind | Particle effect |
| Category | Weather |
| Runtime type | fireparticles |
| Exposed parameters | 35 |
Manual Placement
Section titled “Manual Placement”Enable Manual Placement to place individual Fire particles instead of generating them through Density. Use Place to add flames, Delete to remove a selected placement, and Clear to remove the current placements.
Flame appearance
Section titled “Flame appearance”Variants, Direction, Scale, Opacity, Flicker, Glow, and Glow Radius define the placed flames. Horizontal Flip mirrors the selected placement when the source image needs to face the opposite direction.
Optional light sources
Section titled “Optional light sources”Enable Light Source to create illumination at each placed flame via a Foundry light source. Light Color, Light Radius, Bright Radius, Light Intensity, and Light Flicker control that illumination independently from the particle’s visual Glow.
Manual and generated controls
Section titled “Manual and generated controls”Density is hidden while Manual Placement is enabled because the saved placements determine how many flames appear. Burn Tokens remains available and can add the configured burning presentation when eligible tokens enter a flame’s trigger radius.
Important controls
Section titled “Important controls”- Variants: Selects which flame sprite variants can appear. Multiple selections mix different flame sizes and shapes within the same effect.
- Manual Placement: Replaces automatic flame distribution with exact positions placed on the current Scene. Each placed flame can keep its own direction and optional light settings.
- Light Source: Creates and manages Foundry ambient light sources for manually placed fire particles on the current Scene.
- Glow: Controls the brightness of the glow applied around each flame sprite.
- Burn Tokens: Applies a client-side token-shaped pulsing heat and smoke indicator to visible tokens that pass through this particle fire effect.
Setup notes
Section titled “Setup notes”- Manual Placement stores individual flame positions and supports per-placement direction, adjustment, flipping, and optional light sources.
- Glow and Glow Radius affect the sprite presentation. Light Source controls create Scene illumination for manually placed flames.
- Burn Tokens adds a temporary burning presentation when eligible tokens enter the flame area.
Bundled preset usage
Section titled “Bundled preset usage”No bundled preset currently uses this effect directly. Add it through Particle Effects or the Direct Effect API.
Parameters
Section titled “Parameters”The table combines the settings available for this 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. Each card also includes the default, range or choices, context, availability, API key, and control type.
fireparticles API typeHover 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 | — | |
Variants spritesheets | multi-select | Fire Small 1 | Fire Small 1, Fire Small 2, Fire Small 3, Fire Small 4, Fire Medium 1, Fire Medium 2, Fire Medium 3, Fire Medium 4, Fire Medium 5, Fire Large 1, Fire Large 2, Fire Large 3, Fire Large 4, Fire Large 5 | Always |
Manual Placement manualPlacement | checkbox | Off | — | 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 | 0.5 | 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”The Direct Effect API creates a separate row shown through Manage API Effects. Add a stable apiMacro_…_p or apiMacro_…_f ID when later macro calls need to update or stop the same row.
const created = await FXMASTER.api.effects.play({ particles: [{ "id": "apiMacro_wikifireparticles_p", "type": "fireparticles", "options": { "manualPlacement": false, "scale": 0.5, "density": 0.35, "alpha": 1, "glow": 0.5 } }],});
await FXMASTER.api.effects.particles.stop(created.particles);For complete API behavior, scene targeting, stack ordering, and toggle groups, see the Direct Effect API guide.