Region Effects
Regions let FXMaster apply particles and filters to specific areas instead of the full Scene. A Region can also suppress Scene-level particles, filters, or FXMaster+ sounds inside its shape.
Available Region behaviors
Section titled “Available Region behaviors”Available Region behaviors
| Behavior | Purpose |
|---|---|
| FXMaster: Particle Effects | Adds one or more registered particle effects inside the Region. |
| FXMaster: Filter Effects | Adds one or more registered filters inside the Region. |
| FXMaster: Suppress Scene Particles | Hides Scene-level particles inside the Region. |
| FXMaster: Suppress Scene Filters | Hides Scene-level filters inside the Region. |
| FXMaster: Suppress Scene Sounds | FXMaster+ only Independently suppresses Scene-level Environmental and Token Movement SoundFX rules for listeners inside the Region. |
Add a Region effect
Section titled “Add a Region effect”Add a Region effect
- Draw or select a Region.
- Open its behaviors.
- Add FXMaster: Particle Effects or FXMaster: Filter Effects.
- Enable the effect types that should appear inside the Region.
- Configure each enabled effect.
- Configure Events and Elevation Constraints when the Region should not display continuously for every view.
- Save the behavior.
- Open Manage Layers and place the Region rows in the intended stack order.
A single behavior can include more than one effect, and a Region can contain more than one FXMaster behavior.
Configure the enabled effects
Section titled “Configure the enabled effects”Region effect options
After an effect is enabled inside the behavior, expand it to configure its available Region options. Particle effects and filters both inherit their normal parameters, and Region-specific controls appear where supported.
Events
Section titled “Events”Use Events in Subscribed Events on FXMaster: Particle Effects or FXMaster: Filter Effects to control a Region effect when tokens enter or leave its area. The same event choices are available on FXMaster: Suppress Scene Particles and FXMaster: Suppress Scene Filters.
The event setting belongs to the behavior. It controls all effects enabled in that behavior together; use separate behaviors for effects that need different triggers.
Choose the event behavior
Section titled “Choose the event behavior”| Events selection | What happens |
|---|---|
| No events selected | The behavior is available continuously, subject to its enabled state, elevation constraints, and other visibility settings. |
| Token Enters | An enter event enables the behavior when an eligible token is inside. Leaving the Region does not by itself turn the behavior off. |
| Token Enters and Token Exits | The behavior is active while at least one eligible token is inside. It stops after the last eligible token leaves. |
| Token Exits only | Does not wait for an exit before showing the effect and does not provide an automatic stop rule. Select both events to make the behavior stop when the Region becomes empty. |
Set up an enter-and-exit effect
Section titled “Set up an enter-and-exit effect”- Draw a Region around the area where tokens should trigger the effect.
- Open Behaviors and add FXMaster: Particle Effects or FXMaster: Filter Effects.
- Enable and configure the particle or filter effects for that behavior.
- In Subscribed Events → Events, select both Token Enters and Token Exits.
- For an initial test, leave Elevation Constraints set to None and turn off Always Visible for GM if it is enabled.
- Select Update Region Behavior, then move a token from outside the Region to inside it and back out.
For example, add Fireworks to a Region with both events selected. The display starts while a token occupies the area and stops after the last token leaves. This enables the repeating Fireworks effect; it is not a command to launch one shell for each token crossing.
The Region is both the trigger area and the effect area. Configure its shape and elevation accordingly. These events do not automatically target a different Region or create a Scene-wide effect.
Multiple tokens and specific tokens
Section titled “Multiple tokens and specific tokens”With both events selected, one token leaving does not turn the effect off while another eligible token remains. By default, Region occupancy is not limited to the tokens currently selected by the viewer.
When Elevation Constraints is set to Specific Tokens POV and Token UUID contains targets, the event check counts only those listed tokens inside the Region. The point-of-view elevation check still applies separately: the viewer must control an eligible listed token for the effect to be visible. Tokens POV also adds a viewer elevation check; it does not replace the event condition.
Keep an effect on after entry
Section titled “Keep an effect on after entry”Select Token Enters without Token Exits when leaving should not stop the effect. To reset it for another test, disable and re-enable the behavior, then move a token out and back in. Changing ordinary effect parameters without changing the Events selection does not reset its activation state.
Testing and troubleshooting
Section titled “Testing and troubleshooting”Keep a GM connected while testing; FXMaster updates the shared event activation state through a GM client. Save the behavior before testing a new crossing rather than relying only on a token already standing inside the Region.
Always Visible for GM bypasses event and elevation visibility checks for the GM view. Turn it off or check a player view when testing whether the trigger has activated. Also confirm the behavior is not Disabled, the token actually crosses the Region boundary, and the token is within the Region elevation range.
These events are separate from Sound Effects Manager Token Movement rules. FXMaster: Suppress Scene Sounds does not expose this Events selector; its sound-type, easing, and muffling controls are documented under Sound suppression options.
Elevation Constraints
Section titled “Elevation Constraints”The Elevation Constraints field controls whether the Region effect is shown for the current controlled-token point of view:
| Elevation Constraints | Behavior |
|---|---|
| None | Adds no controlled-token elevation check. |
| Tokens POV | Uses the elevation of the viewer’s currently controlled tokens. The effect is shown when at least one controlled token is inside the Region’s elevation range. |
| Specific Tokens POV | Uses only currently controlled tokens listed in Token UUID when checking the Region’s elevation range. |
Token UUID is shown with Specific Tokens POV and identifies the tokens that may satisfy the visibility check. Always Visible for GM bypasses the constraint for GMs while leaving the player-facing result constrained.
These fields are separate from the elevation thresholds used by token trails and other surface interactions. See Overhead Levels for additional Level behavior.
Region-specific effect controls
Section titled “Region-specific effect controls”Individual effect pages combine Scene and Region parameters in one list. A Region only badge identifies controls that appear only when the effect is configured through a Region behavior.
Region-only effect controls include:
- Every filter includes Edge Fade % when it is used through FXMaster: Filter Effects. Each enabled filter can use a different edge fade.
- Water includes Follow Region Path and Path Influence. These controls use the Region geometry to steer Flowing Water.
- Animal effects include Region Boundary Avoidance while Orbit is off. It steers particles away from the Region edges and holes, independently of Token Avoidance.
For FXMaster: Particle Effects, Edge Fade % is a shared Region behavior field rather than an individual effect parameter. It applies to every particle effect enabled in that behavior. A value of 0 creates a hard edge; higher values soften the transition between the affected and unaffected portions of the Scene.
Live preview
Section titled “Live preview”Changes to a Region effect are previewed before the form is saved. Save the behavior to keep the result. Closing or discarding the form restores the stored version.