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Custom FX not appearing

1476694356

Edited 1476698847
Support Class
Marketplace Creator
So, while I've been working on prepping for my next session, I've taken a few minutes to try and get a Custom FX implemented for use with PageFX, but for the life of me, I cannot get one to work. I'm even using "Orb" from the FX Library on the wiki, and it just Will. Not. Show. Up. I'm copy/pasting the JSON directly from the library, I've tried calling it both "orb" and "Orb"... is there something I'm missing? EDIT: I should note, this is not just failing to work in PageFX, this is attempting to just use it with the general FX interface. This isn't something where I started this game before I upgraded to Pro, so the game is out of sync, is it? EDIT: Also worth noting that I can use the settings for 'Orb' on the FX Playground without issue, but can't get it to work in Roll20.
1476701395
Support Class
Marketplace Creator
Okay, got it working when I finally removed "gravity" from the properties. Bug, or something that needs to be documented? Still doesn't look anything like the result in the FX Playground, though. FX Playground:   In Roll20, after I've removed gravity:
1476702269
The Aaron
Roll20 Production Team
API Scripter
Can you post the JSON that you're currently using?
1476731173
Support Class
Marketplace Creator
{ "maxParticles": 200, "size": 260, "duration": -1, "sizeRandom": 0, "lifeSpan": 60, "lifeSpanRandom": 0, "emissionRate": 2, "speed": 0, "speedRandom": 0, "angle": 0, "angleRandom": 360, "startColour": [10, 10, 50, 0], "startColourRandom": [10, 10, 10, 0], "endColour": [0, 0, 0, 1], "endColourRandom": [10,10,5,0], "sharpness": 55, "sharpnessRandom": 40 }
1476732965
The Aaron
Roll20 Production Team
API Scripter
So, the effect you're going for is having a single orb shape, but what you're getting is all the random shadows moving out to the edges in all directions?
1476733193
The Aaron
Roll20 Production Team
API Scripter
Try this: { "maxParticles": 200, "size": 260, "duration": -1, "sizeRandom": 0, "lifeSpan": 60, "lifeSpanRandom": 0, "emissionRate": 2, "speed": 0.00000001, "speedRandom": 0, "angle": 0, "angleRandom": 360, "startColour": [10, 10, 50, 0], "startColourRandom": [10, 10, 10, 0], "endColour": [0, 0, 0, 1], "endColourRandom": [10,10,5,0], "sharpness": 55, "sharpnessRandom": 40 }
1476742500

Edited 1476749278
Support Class
Marketplace Creator
Looking better! Not crazy about the black edge, but I'm wondering if I can tweak the color values to fix that. Couple other notes: 1. Why did changing the speed value change the particle edge from square to round? 2. Is there any way with PageFX to have particles emit from a single fixed coordinate? The most precise that I seem able to get is a single 5x5 square unless I shrink the token to be infinitesimally small, which makes it *really* hard to manage in the map. 
1476744302
The Aaron
Roll20 Production Team
API Scripter
I'm guessing that somewhere in the particle engine there's code something like this: var speed = ( fx.speed || 10 ); So when the speed is set to 0, it ignores the speed and uses the default.  Putting in something extremely small makes it evaluate to true but have such a small speed that it never moves. For PageFX, you'd have to talk to the author about adding an option, or set it really small.  You can do that with TokenMod very easily: !token-mod --set width|1 height|1
I'm having similar problems with FX I've written, in that when I use the gravity formatting the playground requires it just shows up in the top-left corner in-game, whilst when I use the formatting required in-game, in the playground it floats off as though the gravity weren't being read at all. I've also got a macro which, this aside, acts completely differently in the two environments: { "maxParticles": 1000, "size": 10, "sizeRandom": 2, "lifeSpan": 40, "lifeSpanRandom": 0, "emissionRate": 25, "speed": 2, "speedRandom": 0, "gravity": [0.01, 0.01], - for in-game, "gravity": {"x":0.01, "y":0.01}, "angle": 0.0, "angleRandom": 180, "startColour": [255, 255, 255, -8], "startColourRandom": [255, 255, 255, 0], "endColour": [128, 128, 128, 1], "endColourRandom": [64,64,64,0], "sharpness": 0, "sharpnessRandom": 10, "duration": -1 } In the playground where this was written it makes a ring around the target; in-game, it makes a confetti-like cloud whose particles don't all disappear at the end. Is there a way to make it behave as in the playground when in game?