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Fire

Weather reference
FXMaster+Particle effectAPI type: fireparticles
Preview shows Fire in Manual Placement mode with Light Source enabled

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

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.

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.

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.

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.

  • 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.
  • 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.

No bundled preset currently uses this effect directly. Add it through Particle Effects or the Direct Effect API.

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.

35 exposed parameters1 Scene-onlyfireparticles 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
Variants
spritesheets
multi-selectFire Small 1Fire 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 5Always
Manual Placement
manualPlacement
checkboxOffAlways
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
range0.50–1 · 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

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.