![]() ![]() ![]() So if you wanted different shades of red you would use something like. This works the same way with the colors, only it has to be formatted in the same way the colors are, this way you can define the specific random range for each of the 3 colors. Example: You want to fire a 30 degree cone to the right from the origin. So if your starting point is 100, and the random is 20, then the range is between 80-120 where all values are equally possible. The range is defined as the base +/- the random value. The value given here will define the range in which the randomized values can fall within. Many of the effects have an option to randomize the value, using Random. There are a bunch of color examples at the end of this page, if you're looking for inspiration. Since all of the particles are piled on top of each other to begin with the colors tend to be much lighter, turning into a ball of white, than you expect so you will want to use darker colors at least in the startColour block. The colors will fade from the start value to the end value over the course of their life span. If you're looking for a specific color you can look up "hex color picker" in your favorite search engine and that should give you the numbers you're looking for. The colors, RGB, use values between 0-255 and the Alpha channel is a decimal between 0-1. Start/endColour defines the color of the particle when it is created and right before it is destroyed, respectively, using an array. Speed defines the speed at which the particles will move away from the origin. Size defines the relative size of the particles that are created. Once this max is reached the particles will stop being generated until some of the already existing particles reach the end of their "life". Max particles defines the total number of particles, for that specific effect, that can be on the board at one time. This attribute, combined with speed, will decide how far the particle will fly before it is destroyed. LifeSpan defines how long, in a measure of time, a particle will last before it disappears. X and Y both accept positive and negative values, a positive Y would pull the particles down whereas a negative value would pull the particles up and it works the same way with X and left and right. You cannot use the 0 value for either of these attributes, so use 0.01 for "no gravity". It has these 2 options because you are able to have the "gravity" work in any direction. This attribute is the only one that has 2 "sub-attributes", x and y. This attribute ties closely with the maxParticles attribute because if that limit is reached the system will stop creating particles, so make sure that you set the max hight enough to support your emission rate. This is a measure of how quickly particles are created and fired from the origin. If you set the duration to -1 the effect will last as long as you hold down the mouse button, otherwise, the effect will stop after the duration has finished even if you hold down the button. It can also be useful if you want the effect just to be a single burst of particles, like in the Bomb and Nova effects where the duration is just 10. The max duration in these instances is 50, which is just about 2 seconds. This is mostly used with, and required for (if it's not set, or is -1 it will be defaulted to 25), aimed and for on-death effects, since the mouse can't be held down, so they will last for the duration. This is how long the effect will last, even if the mouse is held down. This is useful when you want to fire an effect in a different direction each time you use it. If you enter -1 for this value the system will ask you to "aim" it every time you use it. The angle is measured in degrees starting with 0 pointing to the right, so 90 is straight down, 180 is to the left, 270 is straight up. This is the angle at which the particle are ejected from the spawn point (your cursor). (minus the onDeath attribute, which will be explained at the end of the table) The default text is for "Burn - Fire", and it has all of the attributes available for creating a new FX. If you don't know exactly what JSON is you can just be sure to keep the general format of the default and just change the numbers. This info must be in a JSON format, if the format is incorrect it will not let you save your new custom FX. ![]() This will open a dialog, much like the Macro dialog, where you can modify all of the different attributes available to the particle system. In order to create your own custom FX, first select the FX Tool (lightning bolt) from the left toolbar, then select the "" option under the "-Custom FX-" header. If you'd like to use this feature, consider upgrading your account. This section is about a Roll20 feature exclusive to Pro-subscribers (and often to players in a Game created by a Pro-subscriber).
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