FXMaster provides various types of effects:
- Particle Effects, including weather (rain, clouds, fog, snow, etc.), animals (crows, bats, spiders, etc.), and a few others.
- Filter Effects, including color overlays, underwater, and lightning.
- Clickable Special Effects, using video files provided by external sources. Yes, this allows you to throw fireballs!
Q: I have put a special effect onto a scene, and now I can't get rid of it anymore. How do I remove it?
A: Most likely, your created a permanently playing special effect by dragging a special effect onto the canvas, which is just a regular Tile and not managed by FXMaster. To remove it, go to the Tile Controls and remove the Tile there.
Q: What is the difference between Particle Effects, Filter Effects, and Special Effects?A: Particle Effects are global effects that display particles on the whole scene. Mostly they are weather effects, but they also include animals and some other effects.
Filter Effects are filters that adjust the whole scene in some way, e.g. by adjusting the color or distorting the scene to look like it's underwater.
Special Effects are animations (video files) that can be played on your chosen location on the canvas.
Q: Can I provide my own effects?
A: You can provide your own Special Effects, as described in Managing Custom Special Effects. It's not possible to provide your own Particle Effects or Filter Effects at this point.
Q: I have installed a module that provides additional animation files, but they are not showing up as Special Effects. What do I need to do?
A: Some of these modules (e.g. JB2A) provide a setting to activate their integration with FXMaster, which is disabled by default. You can enable that setting in the module settings. If there is no such setting, the module may not provide direct integration with FXMaster. In that case, you can still use the animation files provided by the module, but you need to configure them by yourself as described in Managing Custom Special Effects.
Detailed instructions on how to use FXMaster can be found in the README.