Volume 1 parameters
This index lists the controls actually exposed across this volume. Defaults and limits can differ between systems: use the linked effect page as the exact reference. Restart after editing for a reliable comparison.
Units and editing · Conditional layers
AnimationFrameStep
Section titled “AnimationFrameStep”1 = smooth. 2-12 = hold each pose for N reference frames at 60 Hz. 3 = 20 poses/sec; 6 = 10. Lifetime is unchanged.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Int | 1 | 1–12 |
| Metal Spark Shower | Int | 1 | 1–12 |
| Compact Cross | Int | 1 | 1–12 |
| Crimson Slash | Int | 1 | 1–12 |
| Critical Star | Int | 1 | 1–12 |
| Golden Slash | Int | 1 | 1–12 |
| Heavy Cross | Int | 1 | 1–12 |
| Needle Star | Int | 1 | 1–12 |
| Orbit Cross | Int | 1 | 1–12 |
| Ring Star | Int | 1 | 1–12 |
| Splinter Cross | Int | 1 | 1–12 |
| Split Cross | Int | 1 | 1–12 |
| Violet Slash | Int | 1 | 1–12 |
| Heavy | Int | 1 | 1–12 |
| Armor Break | Int | 1 | 1–12 |
| Ground Impact | Int | 1 | 1–12 |
| Heavy Slam | Int | 1 | 1–12 |
| Light Impact | Int | 1 | 1–12 |
| Metal Crush | Int | 1 | 1–12 |
| Metal Ricochet | Int | 1 | 1–12 |
| Metal Scrape | Int | 1 | 1–12 |
| Piercing Hit | Int | 1 | 1–12 |
| Parry | Int | 1 | 1–12 |
| Shield Block | Int | 1 | 1–12 |
| Shield Break | Int | 1 | 1–12 |
| Glancing Hit | Int | 1 | 1–12 |
ArcCount
Section titled “ArcCount”Layer voxel budget; 0 disables this layer. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Int | 72 | ≥ 0.0 |
| Crimson Slash | Int | 144 | ≥ 0.0 |
| Critical Star | Int | 80 | ≥ 0.0 |
| Golden Slash | Int | 140 | ≥ 0.0 |
| Heavy Cross | Int | 112 | ≥ 0.0 |
| Needle Star | Int | 60 | ≥ 0.0 |
| Orbit Cross | Int | 120 | ≥ 0.0 |
| Ring Star | Int | 96 | ≥ 0.0 |
| Splinter Cross | Int | 36 | ≥ 0.0 |
| Split Cross | Int | 100 | ≥ 0.0 |
| Violet Slash | Int | 120 | ≥ 0.0 |
| Parry | Int | 120 | ≥ 0.0 |
| Shield Block | Int | 120 | ≥ 0.0 |
| Shield Break | Int | 120 | ≥ 0.0 |
| Glancing Hit | Int | 0 | ≥ 0.0 |
ArcDuration
Section titled “ArcDuration”Seconds. Total Duration caps the lifetime of all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 0.2 | ≥ 0.02 |
| Crimson Slash | Float | 0.3 | ≥ 0.02 |
| Critical Star | Float | 0.35 | ≥ 0.02 |
| Golden Slash | Float | 0.29 | ≥ 0.02 |
| Heavy Cross | Float | 0.22 | ≥ 0.02 |
| Needle Star | Float | 0.35 | ≥ 0.02 |
| Orbit Cross | Float | 0.35 | ≥ 0.02 |
| Ring Star | Float | 0.35 | ≥ 0.02 |
| Splinter Cross | Float | 0.35 | ≥ 0.02 |
| Split Cross | Float | 0.37 | ≥ 0.02 |
| Violet Slash | Float | 0.28 | ≥ 0.02 |
| Parry | Float | 0.35 | ≥ 0.02 |
| Shield Block | Float | 0.35 | ≥ 0.02 |
| Shield Break | Float | 0.35 | ≥ 0.02 |
| Glancing Hit | Float | 0.35 | ≥ 0.02 |
ArcRadius
Section titled “ArcRadius”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 28 | ≥ 0 |
| Crimson Slash | Float | 34 | ≥ 0 |
| Critical Star | Float | 25 | ≥ 0 |
| Golden Slash | Float | 34 | ≥ 0 |
| Heavy Cross | Float | 36 | ≥ 0 |
| Needle Star | Float | 29 | ≥ 0 |
| Orbit Cross | Float | 27 | ≥ 0 |
| Ring Star | Float | 25 | ≥ 0 |
| Splinter Cross | Float | 25 | ≥ 0 |
| Split Cross | Float | 24 | ≥ 0 |
| Violet Slash | Float | 35 | ≥ 0 |
| Parry | Float | 23 | ≥ 0 |
| Shield Block | Float | 25 | ≥ 0 |
| Shield Break | Float | 25 | ≥ 0 |
| Glancing Hit | Float | 25 | ≥ 0 |
ArcRotationSpeed
Section titled “ArcRotationSpeed”Signed angular speed in degrees per second.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 200 | No exposed bound |
| Crimson Slash | Float | -330 | No exposed bound |
| Critical Star | Float | 200 | No exposed bound |
| Golden Slash | Float | 270 | No exposed bound |
| Heavy Cross | Float | 200 | No exposed bound |
| Needle Star | Float | 330 | No exposed bound |
| Orbit Cross | Float | 290 | No exposed bound |
| Ring Star | Float | 140 | No exposed bound |
| Splinter Cross | Float | 200 | No exposed bound |
| Split Cross | Float | 430 | No exposed bound |
| Violet Slash | Float | 400 | No exposed bound |
| Parry | Float | 200 | No exposed bound |
| Shield Block | Float | 200 | No exposed bound |
| Shield Break | Float | 200 | No exposed bound |
| Glancing Hit | Float | 200 | No exposed bound |
ArcSize
Section titled “ArcSize”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 2 | ≥ 0 |
| Crimson Slash | Float | 3.5 | ≥ 0 |
| Critical Star | Float | 2.3 | ≥ 0 |
| Golden Slash | Float | 3.6 | ≥ 0 |
| Heavy Cross | Float | 3.5 | ≥ 0 |
| Needle Star | Float | 2.3 | ≥ 0 |
| Orbit Cross | Float | 2.3 | ≥ 0 |
| Ring Star | Float | 2.3 | ≥ 0 |
| Splinter Cross | Float | 2.3 | ≥ 0 |
| Split Cross | Float | 3 | ≥ 0 |
| Violet Slash | Float | 3 | ≥ 0 |
| Parry | Float | 2.3 | ≥ 0 |
| Shield Block | Float | 2.3 | ≥ 0 |
| Shield Break | Float | 2.3 | ≥ 0 |
| Glancing Hit | Float | 2.3 | ≥ 0 |
ArcSweep
Section titled “ArcSweep”Arc angular coverage in degrees; square-frame styles use 360 for a complete frame.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 360 | 0–360 |
| Crimson Slash | Float | 140 | 0–360 |
| Critical Star | Float | 82 | 0–360 |
| Golden Slash | Float | 115 | 0–360 |
| Heavy Cross | Float | 360 | 0–360 |
| Needle Star | Float | 48 | 0–360 |
| Orbit Cross | Float | 125 | 0–360 |
| Ring Star | Float | 150 | 0–360 |
| Splinter Cross | Float | 115 | 0–360 |
| Split Cross | Float | 75 | 0–360 |
| Violet Slash | Float | 120 | 0–360 |
| Parry | Float | 100 | 0–360 |
| Shield Block | Float | 100 | 0–360 |
| Shield Break | Float | 100 | 0–360 |
| Glancing Hit | Float | 100 | 0–360 |
BodyCount
Section titled “BodyCount”Layer voxel count; zero disables the layer. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Int | 36 | ≥ 0.0 |
| Ground Impact | Int | 48 | ≥ 0.0 |
| Heavy Slam | Int | 60 | ≥ 0.0 |
| Light Impact | Int | 20 | ≥ 0.0 |
| Metal Crush | Int | 54 | ≥ 0.0 |
| Metal Ricochet | Int | 30 | ≥ 0.0 |
| Metal Scrape | Int | 42 | ≥ 0.0 |
| Piercing Hit | Int | 40 | ≥ 0.0 |
BodyDuration
Section titled “BodyDuration”Seconds; restart after editing. Total Duration limits all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Float | 0.2 | ≥ 0.02 |
| Ground Impact | Float | 0.24 | ≥ 0.02 |
| Heavy Slam | Float | 0.24 | ≥ 0.02 |
| Light Impact | Float | 0.18 | ≥ 0.02 |
| Metal Crush | Float | 0.22 | ≥ 0.02 |
| Metal Ricochet | Float | 0.12 | ≥ 0.02 |
| Metal Scrape | Float | 0.12 | ≥ 0.02 |
| Piercing Hit | Float | 0.15 | ≥ 0.02 |
BurstCount
Section titled “BurstCount”Number of outward shards per hit.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Int | 48 | ≥ 0 |
BurstRotationVariation
Section titled “BurstRotationVariation”Maximum random yaw of the particle burst, degrees.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 25 | 0–180 |
| Metal Spark Shower | Float | 25 | 0–180 |
| Compact Cross | Float | 25 | 0–180 |
| Crimson Slash | Float | 25 | 0–180 |
| Critical Star | Float | 25 | 0–180 |
| Golden Slash | Float | 25 | 0–180 |
| Heavy Cross | Float | 25 | 0–180 |
| Needle Star | Float | 25 | 0–180 |
| Orbit Cross | Float | 25 | 0–180 |
| Ring Star | Float | 25 | 0–180 |
| Splinter Cross | Float | 25 | 0–180 |
| Split Cross | Float | 25 | 0–180 |
| Violet Slash | Float | 25 | 0–180 |
| Heavy | Float | 25 | 0–180 |
| Armor Break | Float | 25 | 0–180 |
| Ground Impact | Float | 25 | 0–180 |
| Heavy Slam | Float | 25 | 0–180 |
| Light Impact | Float | 25 | 0–180 |
| Metal Crush | Float | 25 | 0–180 |
| Metal Ricochet | Float | 25 | 0–180 |
| Metal Scrape | Float | 25 | 0–180 |
| Piercing Hit | Float | 25 | 0–180 |
| Parry | Float | 25 | 0–180 |
| Shield Block | Float | 25 | 0–180 |
| Shield Break | Float | 25 | 0–180 |
| Glancing Hit | Float | 25 | 0–180 |
CameraFacing
Section titled “CameraFacing”Face player camera 0 with real cube geometry. Off uses ImpactDirection. World-up keeps the motif upright.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Bool | true | No exposed bound |
| Crimson Slash | Bool | true | No exposed bound |
| Critical Star | Bool | true | No exposed bound |
| Golden Slash | Bool | true | No exposed bound |
| Heavy Cross | Bool | true | No exposed bound |
| Needle Star | Bool | true | No exposed bound |
| Orbit Cross | Bool | true | No exposed bound |
| Ring Star | Bool | true | No exposed bound |
| Splinter Cross | Bool | true | No exposed bound |
| Split Cross | Bool | true | No exposed bound |
| Violet Slash | Bool | true | No exposed bound |
| Parry | Bool | true | No exposed bound |
| Shield Block | Bool | true | No exposed bound |
| Shield Break | Bool | true | No exposed bound |
| Glancing Hit | Bool | true | No exposed bound |
Main tint of sparks, embers and ring. Flash core stays whiter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Linear RGBA | {“r”:1,“g”:0.42,“b”:0.08,“a”:1} | No exposed bound |
| Metal Spark Shower | Linear RGBA | {“r”:1,“g”:0.42,“b”:0.08,“a”:1} | No exposed bound |
| Compact Cross | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Crimson Slash | Linear RGBA | {“r”:1,“g”:0.008,“b”:0.028,“a”:1} | No exposed bound |
| Critical Star | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Golden Slash | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Heavy Cross | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Needle Star | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Orbit Cross | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Ring Star | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Splinter Cross | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Split Cross | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
| Violet Slash | Linear RGBA | {“r”:1,“g”:0.01,“b”:0.32,“a”:1} | No exposed bound |
| Heavy | Linear RGBA | {“r”:1,“g”:0.42,“b”:0.08,“a”:1} | No exposed bound |
| Armor Break | Linear RGBA | {“r”:0.16,“g”:0.22,“b”:0.3,“a”:1} | No exposed bound |
| Ground Impact | Linear RGBA | {“r”:0.22,“g”:0.12,“b”:0.04,“a”:1} | No exposed bound |
| Heavy Slam | Linear RGBA | {“r”:1,“g”:0.38,“b”:0.07,“a”:1} | No exposed bound |
| Light Impact | Linear RGBA | {“r”:1,“g”:0.38,“b”:0.07,“a”:1} | No exposed bound |
| Metal Crush | Linear RGBA | {“r”:0.2,“g”:0.18,“b”:0.15,“a”:1} | No exposed bound |
| Metal Ricochet | Linear RGBA | {“r”:1,“g”:0.38,“b”:0.02,“a”:1} | No exposed bound |
| Metal Scrape | Linear RGBA | {“r”:1,“g”:0.22,“b”:0.01,“a”:1} | No exposed bound |
| Piercing Hit | Linear RGBA | {“r”:1,“g”:0.38,“b”:0.07,“a”:1} | No exposed bound |
| Parry | Linear RGBA | {“r”:0.3,“g”:0.65,“b”:1,“a”:1} | No exposed bound |
| Shield Block | Linear RGBA | {“r”:0.12,“g”:0.45,“b”:1,“a”:1} | No exposed bound |
| Shield Break | Linear RGBA | {“r”:0.18,“g”:0.45,“b”:0.9,“a”:1} | No exposed bound |
| Glancing Hit | Linear RGBA | {“r”:1,“g”:0.52,“b”:0.1,“a”:1} | No exposed bound |
Duration
Section titled “Duration”Seconds. Total Duration caps the lifetime of all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 0.65 | ≥ 0.05 |
| Crimson Slash | Float | 0.65 | ≥ 0.05 |
| Critical Star | Float | 0.65 | ≥ 0.05 |
| Golden Slash | Float | 0.65 | ≥ 0.05 |
| Heavy Cross | Float | 0.78 | ≥ 0.05 |
| Needle Star | Float | 0.65 | ≥ 0.05 |
| Orbit Cross | Float | 0.65 | ≥ 0.05 |
| Ring Star | Float | 0.65 | ≥ 0.05 |
| Splinter Cross | Float | 0.65 | ≥ 0.05 |
| Split Cross | Float | 0.6 | ≥ 0.05 |
| Violet Slash | Float | 0.65 | ≥ 0.05 |
| Armor Break | Float | 0.85 | ≥ 0.05 |
| Ground Impact | Float | 0.95 | ≥ 0.05 |
| Heavy Slam | Float | 0.95 | ≥ 0.05 |
| Light Impact | Float | 0.4 | ≥ 0.05 |
| Metal Crush | Float | 0.85 | ≥ 0.05 |
| Metal Ricochet | Float | 0.55 | ≥ 0.05 |
| Metal Scrape | Float | 0.95 | ≥ 0.05 |
| Piercing Hit | Float | 0.5 | ≥ 0.05 |
| Parry | Float | 0.5 | ≥ 0.05 |
| Shield Block | Float | 0.65 | ≥ 0.05 |
| Shield Break | Float | 0.8 | ≥ 0.05 |
| Glancing Hit | Float | 0.5 | ≥ 0.05 |
DustCount
Section titled “DustCount”Number of small glowing ember dots that float upward.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Int | 25 | ≥ 0 |
| Metal Spark Shower | Int | 60 | ≥ 0 |
FlashCount
Section titled “FlashCount”Layer voxel budget; 0 disables this layer. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Int | 24 | ≥ 0.0 |
| Crimson Slash | Int | 24 | ≥ 0.0 |
| Critical Star | Int | 24 | ≥ 0.0 |
| Golden Slash | Int | 24 | ≥ 0.0 |
| Heavy Cross | Int | 24 | ≥ 0.0 |
| Needle Star | Int | 24 | ≥ 0.0 |
| Orbit Cross | Int | 24 | ≥ 0.0 |
| Ring Star | Int | 24 | ≥ 0.0 |
| Splinter Cross | Int | 24 | ≥ 0.0 |
| Split Cross | Int | 24 | ≥ 0.0 |
| Violet Slash | Int | 24 | ≥ 0.0 |
| Armor Break | Int | 10 | ≥ 0.0 |
| Ground Impact | Int | 10 | ≥ 0.0 |
| Heavy Slam | Int | 10 | ≥ 0.0 |
| Light Impact | Int | 10 | ≥ 0.0 |
| Metal Crush | Int | 10 | ≥ 0.0 |
| Metal Ricochet | Int | 10 | ≥ 0.0 |
| Metal Scrape | Int | 10 | ≥ 0.0 |
| Piercing Hit | Int | 10 | ≥ 0.0 |
| Parry | Int | 24 | ≥ 0.0 |
| Shield Block | Int | 24 | ≥ 0.0 |
| Shield Break | Int | 24 | ≥ 0.0 |
| Glancing Hit | Int | 24 | ≥ 0.0 |
FlashDuration
Section titled “FlashDuration”Seconds. Total Duration caps the lifetime of all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 0.065 | ≥ 0.008 |
| Crimson Slash | Float | 0.065 | ≥ 0.008 |
| Critical Star | Float | 0.065 | ≥ 0.008 |
| Golden Slash | Float | 0.065 | ≥ 0.008 |
| Heavy Cross | Float | 0.065 | ≥ 0.008 |
| Needle Star | Float | 0.065 | ≥ 0.008 |
| Orbit Cross | Float | 0.065 | ≥ 0.008 |
| Ring Star | Float | 0.065 | ≥ 0.008 |
| Splinter Cross | Float | 0.065 | ≥ 0.008 |
| Split Cross | Float | 0.065 | ≥ 0.008 |
| Violet Slash | Float | 0.065 | ≥ 0.008 |
| Armor Break | Float | 0.045 | ≥ 0.008 |
| Ground Impact | Float | 0.045 | ≥ 0.008 |
| Heavy Slam | Float | 0.045 | ≥ 0.008 |
| Light Impact | Float | 0.045 | ≥ 0.008 |
| Metal Crush | Float | 0.045 | ≥ 0.008 |
| Metal Ricochet | Float | 0.045 | ≥ 0.008 |
| Metal Scrape | Float | 0.045 | ≥ 0.008 |
| Piercing Hit | Float | 0.045 | ≥ 0.008 |
| Parry | Float | 0.065 | ≥ 0.008 |
| Shield Block | Float | 0.065 | ≥ 0.008 |
| Shield Break | Float | 0.065 | ≥ 0.008 |
| Glancing Hit | Float | 0.065 | ≥ 0.008 |
FlashIntensity
Section titled “FlashIntensity”Voxel combat hit control. Restart after editing for a consistent preview.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 5 | No exposed bound |
| Crimson Slash | Float | 5 | No exposed bound |
| Critical Star | Float | 5 | No exposed bound |
| Golden Slash | Float | 5 | No exposed bound |
| Heavy Cross | Float | 5 | No exposed bound |
| Needle Star | Float | 5 | No exposed bound |
| Orbit Cross | Float | 5 | No exposed bound |
| Ring Star | Float | 5 | No exposed bound |
| Splinter Cross | Float | 5 | No exposed bound |
| Split Cross | Float | 5 | No exposed bound |
| Violet Slash | Float | 5 | No exposed bound |
| Armor Break | Float | 5 | No exposed bound |
| Ground Impact | Float | 5 | No exposed bound |
| Heavy Slam | Float | 5 | No exposed bound |
| Light Impact | Float | 5 | No exposed bound |
| Metal Crush | Float | 5 | No exposed bound |
| Metal Ricochet | Float | 5 | No exposed bound |
| Metal Scrape | Float | 5 | No exposed bound |
| Piercing Hit | Float | 5 | No exposed bound |
| Parry | Float | 5 | No exposed bound |
| Shield Block | Float | 5 | No exposed bound |
| Shield Break | Float | 5 | No exposed bound |
| Glancing Hit | Float | 5 | No exposed bound |
FlashSize
Section titled “FlashSize”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 12 | ≥ 0 |
| Crimson Slash | Float | 12 | ≥ 0 |
| Critical Star | Float | 16 | ≥ 0 |
| Golden Slash | Float | 12 | ≥ 0 |
| Heavy Cross | Float | 17 | ≥ 0 |
| Needle Star | Float | 12 | ≥ 0 |
| Orbit Cross | Float | 12 | ≥ 0 |
| Ring Star | Float | 12 | ≥ 0 |
| Splinter Cross | Float | 12 | ≥ 0 |
| Split Cross | Float | 12 | ≥ 0 |
| Violet Slash | Float | 12 | ≥ 0 |
| Armor Break | Float | 12 | ≥ 0 |
| Ground Impact | Float | 12 | ≥ 0 |
| Heavy Slam | Float | 25 | ≥ 0 |
| Light Impact | Float | 12 | ≥ 0 |
| Metal Crush | Float | 12 | ≥ 0 |
| Metal Ricochet | Float | 12 | ≥ 0 |
| Metal Scrape | Float | 12 | ≥ 0 |
| Piercing Hit | Float | 12 | ≥ 0 |
| Parry | Float | 12 | ≥ 0 |
| Shield Block | Float | 12 | ≥ 0 |
| Shield Break | Float | 12 | ≥ 0 |
| Glancing Hit | Float | 12 | ≥ 0 |
FragmentColor
Section titled “FragmentColor”Voxel combat hit control. Restart after editing for a consistent preview.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Crimson Slash | Linear RGBA | {“r”:1,“g”:0.018,“b”:0.03,“a”:1} | No exposed bound |
| Critical Star | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Golden Slash | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Heavy Cross | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Needle Star | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Orbit Cross | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Ring Star | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Splinter Cross | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Split Cross | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Violet Slash | Linear RGBA | {“r”:1,“g”:0.015,“b”:0.3,“a”:1} | No exposed bound |
| Armor Break | Linear RGBA | {“r”:0.22,“g”:0.3,“b”:0.4,“a”:1} | No exposed bound |
| Ground Impact | Linear RGBA | {“r”:0.25,“g”:0.15,“b”:0.06,“a”:1} | No exposed bound |
| Heavy Slam | Linear RGBA | {“r”:1,“g”:0.6,“b”:0.18,“a”:1} | No exposed bound |
| Light Impact | Linear RGBA | {“r”:1,“g”:0.6,“b”:0.18,“a”:1} | No exposed bound |
| Metal Crush | Linear RGBA | {“r”:0.35,“g”:0.3,“b”:0.2,“a”:1} | No exposed bound |
| Metal Ricochet | Linear RGBA | {“r”:1,“g”:0.6,“b”:0.18,“a”:1} | No exposed bound |
| Metal Scrape | Linear RGBA | {“r”:1,“g”:0.6,“b”:0.18,“a”:1} | No exposed bound |
| Piercing Hit | Linear RGBA | {“r”:1,“g”:0.6,“b”:0.18,“a”:1} | No exposed bound |
| Parry | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Shield Block | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Shield Break | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
| Glancing Hit | Linear RGBA | {“r”:1,“g”:0.58,“b”:0.16,“a”:1} | No exposed bound |
FragmentCount
Section titled “FragmentCount”Layer voxel budget; 0 disables this layer. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Int | 20 | ≥ 0.0 |
| Crimson Slash | Int | 32 | ≥ 0.0 |
| Critical Star | Int | 48 | ≥ 0.0 |
| Golden Slash | Int | 32 | ≥ 0.0 |
| Heavy Cross | Int | 40 | ≥ 0.0 |
| Needle Star | Int | 32 | ≥ 0.0 |
| Orbit Cross | Int | 32 | ≥ 0.0 |
| Ring Star | Int | 24 | ≥ 0.0 |
| Splinter Cross | Int | 40 | ≥ 0.0 |
| Split Cross | Int | 24 | ≥ 0.0 |
| Violet Slash | Int | 32 | ≥ 0.0 |
| Armor Break | Int | 24 | ≥ 0.0 |
| Ground Impact | Int | 32 | ≥ 0.0 |
| Heavy Slam | Int | 40 | ≥ 0.0 |
| Light Impact | Int | 16 | ≥ 0.0 |
| Metal Crush | Int | 36 | ≥ 0.0 |
| Metal Ricochet | Int | 60 | ≥ 0.0 |
| Metal Scrape | Int | 72 | ≥ 0.0 |
| Piercing Hit | Int | 20 | ≥ 0.0 |
| Parry | Int | 32 | ≥ 0.0 |
| Shield Block | Int | 32 | ≥ 0.0 |
| Shield Break | Int | 32 | ≥ 0.0 |
| Glancing Hit | Int | 24 | ≥ 0.0 |
FragmentDuration
Section titled “FragmentDuration”Seconds. Total Duration caps the lifetime of all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 0.42 | ≥ 0.02 |
| Crimson Slash | Float | 0.42 | ≥ 0.02 |
| Critical Star | Float | 0.42 | ≥ 0.02 |
| Golden Slash | Float | 0.42 | ≥ 0.02 |
| Heavy Cross | Float | 0.55 | ≥ 0.02 |
| Needle Star | Float | 0.42 | ≥ 0.02 |
| Orbit Cross | Float | 0.42 | ≥ 0.02 |
| Ring Star | Float | 0.42 | ≥ 0.02 |
| Splinter Cross | Float | 0.42 | ≥ 0.02 |
| Split Cross | Float | 0.42 | ≥ 0.02 |
| Violet Slash | Float | 0.42 | ≥ 0.02 |
| Armor Break | Float | 0.7 | ≥ 0.02 |
| Ground Impact | Float | 0.65 | ≥ 0.02 |
| Heavy Slam | Float | 0.7 | ≥ 0.02 |
| Light Impact | Float | 0.4 | ≥ 0.02 |
| Metal Crush | Float | 0.6 | ≥ 0.02 |
| Metal Ricochet | Float | 0.38 | ≥ 0.02 |
| Metal Scrape | Float | 0.32 | ≥ 0.02 |
| Piercing Hit | Float | 0.4 | ≥ 0.02 |
| Parry | Float | 0.42 | ≥ 0.02 |
| Shield Block | Float | 0.42 | ≥ 0.02 |
| Shield Break | Float | 0.42 | ≥ 0.02 |
| Glancing Hit | Float | 0.42 | ≥ 0.02 |
FragmentSize
Section titled “FragmentSize”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 1.8 | ≥ 0 |
| Crimson Slash | Float | 1.8 | ≥ 0 |
| Critical Star | Float | 1.8 | ≥ 0 |
| Golden Slash | Float | 1.8 | ≥ 0 |
| Heavy Cross | Float | 2.5 | ≥ 0 |
| Needle Star | Float | 1.8 | ≥ 0 |
| Orbit Cross | Float | 1.8 | ≥ 0 |
| Ring Star | Float | 1.8 | ≥ 0 |
| Splinter Cross | Float | 1.8 | ≥ 0 |
| Split Cross | Float | 1.8 | ≥ 0 |
| Violet Slash | Float | 1.8 | ≥ 0 |
| Armor Break | Float | 7 | ≥ 0 |
| Ground Impact | Float | 4 | ≥ 0 |
| Heavy Slam | Float | 5 | ≥ 0 |
| Light Impact | Float | 2.5 | ≥ 0 |
| Metal Crush | Float | 5 | ≥ 0 |
| Metal Ricochet | Float | 1.6 | ≥ 0 |
| Metal Scrape | Float | 1.7 | ≥ 0 |
| Piercing Hit | Float | 2.5 | ≥ 0 |
| Parry | Float | 1.8 | ≥ 0 |
| Shield Block | Float | 1.8 | ≥ 0 |
| Shield Break | Float | 4 | ≥ 0 |
| Glancing Hit | Float | 1.8 | ≥ 0 |
FragmentSpeed
Section titled “FragmentSpeed”Voxel combat hit control. Restart after editing for a consistent preview.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 75 | No exposed bound |
| Crimson Slash | Float | 75 | No exposed bound |
| Critical Star | Float | 75 | No exposed bound |
| Golden Slash | Float | 75 | No exposed bound |
| Heavy Cross | Float | 75 | No exposed bound |
| Needle Star | Float | 75 | No exposed bound |
| Orbit Cross | Float | 75 | No exposed bound |
| Ring Star | Float | 75 | No exposed bound |
| Splinter Cross | Float | 75 | No exposed bound |
| Split Cross | Float | 75 | No exposed bound |
| Violet Slash | Float | 75 | No exposed bound |
| Armor Break | Float | 90 | No exposed bound |
| Ground Impact | Float | 90 | No exposed bound |
| Heavy Slam | Float | 80 | No exposed bound |
| Light Impact | Float | 65 | No exposed bound |
| Metal Crush | Float | 70 | No exposed bound |
| Metal Ricochet | Float | 180 | No exposed bound |
| Metal Scrape | Float | 150 | No exposed bound |
| Piercing Hit | Float | 170 | No exposed bound |
| Parry | Float | 75 | No exposed bound |
| Shield Block | Float | 75 | No exposed bound |
| Shield Break | Float | 85 | No exposed bound |
| Glancing Hit | Float | 75 | No exposed bound |
Gravity
Section titled “Gravity”Gravity multiplier for the main sparks.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 1 | No exposed bound |
| Metal Spark Shower | Float | 0.65 | No exposed bound |
| Compact Cross | Float | 35 | No exposed bound |
| Crimson Slash | Float | 35 | No exposed bound |
| Critical Star | Float | 35 | No exposed bound |
| Golden Slash | Float | 35 | No exposed bound |
| Heavy Cross | Float | 35 | No exposed bound |
| Needle Star | Float | 35 | No exposed bound |
| Orbit Cross | Float | 35 | No exposed bound |
| Ring Star | Float | 35 | No exposed bound |
| Splinter Cross | Float | 35 | No exposed bound |
| Split Cross | Float | 35 | No exposed bound |
| Violet Slash | Float | 35 | No exposed bound |
| Heavy | Float | 1 | No exposed bound |
| Armor Break | Float | 220 | No exposed bound |
| Ground Impact | Float | 280 | No exposed bound |
| Heavy Slam | Float | 300 | No exposed bound |
| Light Impact | Float | 140 | No exposed bound |
| Metal Crush | Float | 300 | No exposed bound |
| Metal Ricochet | Float | 140 | No exposed bound |
| Metal Scrape | Float | 140 | No exposed bound |
| Piercing Hit | Float | 140 | No exposed bound |
| Parry | Float | 35 | No exposed bound |
| Shield Block | Float | 35 | No exposed bound |
| Shield Break | Float | 35 | No exposed bound |
| Glancing Hit | Float | 35 | No exposed bound |
GridSize
Section titled “GridSize”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 1.3 | ≥ 0 |
| Crimson Slash | Float | 1.3 | ≥ 0 |
| Critical Star | Float | 1.3 | ≥ 0 |
| Golden Slash | Float | 1.3 | ≥ 0 |
| Heavy Cross | Float | 1.3 | ≥ 0 |
| Needle Star | Float | 1.3 | ≥ 0 |
| Orbit Cross | Float | 1.3 | ≥ 0 |
| Ring Star | Float | 1.3 | ≥ 0 |
| Splinter Cross | Float | 1.3 | ≥ 0 |
| Split Cross | Float | 1.3 | ≥ 0 |
| Violet Slash | Float | 1.3 | ≥ 0 |
| Armor Break | Float | 1 | ≥ 0 |
| Ground Impact | Float | 1 | ≥ 0 |
| Heavy Slam | Float | 1 | ≥ 0 |
| Light Impact | Float | 1 | ≥ 0 |
| Metal Crush | Float | 1 | ≥ 0 |
| Metal Ricochet | Float | 1 | ≥ 0 |
| Metal Scrape | Float | 1 | ≥ 0 |
| Piercing Hit | Float | 1 | ≥ 0 |
| Parry | Float | 1.3 | ≥ 0 |
| Shield Block | Float | 1.3 | ≥ 0 |
| Shield Break | Float | 1.3 | ≥ 0 |
| Glancing Hit | Float | 1.3 | ≥ 0 |
Height
Section titled “Height”Centimeters before Size. GridSize zero disables position snapping.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Float | 6 | ≥ 0.0 |
| Ground Impact | Float | 6 | ≥ 0.0 |
| Heavy Slam | Float | 6 | ≥ 0.0 |
| Light Impact | Float | 6 | ≥ 0.0 |
| Metal Crush | Float | 6 | ≥ 0.0 |
| Metal Ricochet | Float | 6 | ≥ 0.0 |
| Metal Scrape | Float | 6 | ≥ 0.0 |
| Piercing Hit | Float | 6 | ≥ 0.0 |
ImpactDirection
Section titled “ImpactDirection”World-space plane normal when CameraFacing is off; normalized internally. Zero falls back to -X.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Crimson Slash | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Critical Star | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Golden Slash | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Heavy Cross | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Needle Star | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Orbit Cross | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Ring Star | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Splinter Cross | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Split Cross | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Violet Slash | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Metal Ricochet | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Metal Scrape | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Piercing Hit | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Parry | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Shield Block | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Shield Break | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
| Glancing Hit | Vector3 | {“x”:0,“y”:0,“z”:0} | No exposed bound |
ImpactRotation
Section titled “ImpactRotation”Rotation within the hit plane, in degrees.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 45 | No exposed bound |
| Crimson Slash | Float | 65 | No exposed bound |
| Critical Star | Float | 32 | No exposed bound |
| Golden Slash | Float | -12 | No exposed bound |
| Heavy Cross | Float | 45 | No exposed bound |
| Needle Star | Float | 42 | No exposed bound |
| Orbit Cross | Float | 8 | No exposed bound |
| Ring Star | Float | 10 | No exposed bound |
| Splinter Cross | Float | 28 | No exposed bound |
| Split Cross | Float | 8 | No exposed bound |
| Violet Slash | Float | 5 | No exposed bound |
| Parry | Float | 0 | No exposed bound |
| Shield Block | Float | 0 | No exposed bound |
| Shield Break | Float | 0 | No exposed bound |
| Glancing Hit | Float | 0 | No exposed bound |
Intensity
Section titled “Intensity”Emissive brightness multiplier.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 12 | ≥ 0 |
| Metal Spark Shower | Float | 12 | ≥ 0 |
| Compact Cross | Float | 2 | ≥ 0 |
| Crimson Slash | Float | 2 | ≥ 0 |
| Critical Star | Float | 2 | ≥ 0 |
| Golden Slash | Float | 2 | ≥ 0 |
| Heavy Cross | Float | 2 | ≥ 0 |
| Needle Star | Float | 2 | ≥ 0 |
| Orbit Cross | Float | 2 | ≥ 0 |
| Ring Star | Float | 2 | ≥ 0 |
| Splinter Cross | Float | 2 | ≥ 0 |
| Split Cross | Float | 2 | ≥ 0 |
| Violet Slash | Float | 2 | ≥ 0 |
| Heavy | Float | 12 | ≥ 0 |
| Armor Break | Float | 1.5 | ≥ 0 |
| Ground Impact | Float | 1.5 | ≥ 0 |
| Heavy Slam | Float | 1.5 | ≥ 0 |
| Light Impact | Float | 1.5 | ≥ 0 |
| Metal Crush | Float | 1.5 | ≥ 0 |
| Metal Ricochet | Float | 1.5 | ≥ 0 |
| Metal Scrape | Float | 1.5 | ≥ 0 |
| Piercing Hit | Float | 1.5 | ≥ 0 |
| Parry | Float | 2 | ≥ 0 |
| Shield Block | Float | 2 | ≥ 0 |
| Shield Break | Float | 2 | ≥ 0 |
| Glancing Hit | Float | 2 | ≥ 0 |
MoteCount
Section titled “MoteCount”Number of little voxels that float up and dissolve.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Int | 65 | ≥ 0 |
MoteDriftX
Section titled “MoteDriftX”Sideways drift speed of floating voxels along X.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Float | 0 | No exposed bound |
MoteDriftY
Section titled “MoteDriftY”Sideways drift speed of floating voxels along Y.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Float | 0 | No exposed bound |
MoteGridSize
Section titled “MoteGridSize”Snaps floating voxel positions to a world grid of this size in units (e.g. 4 = voxel-grid jumps). 0 = no snapping.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Float | 3 | ≥ 0 |
MoteLifetime
Section titled “MoteLifetime”Lifetime multiplier of the floating voxels.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Float | 1 | No exposed bound |
MoteRise
Section titled “MoteRise”Upward acceleration of floating voxels (negative = sink).
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Float | 90 | No exposed bound |
MoteStepRate
Section titled “MoteStepRate”Choppy/stop-motion movement of the floating voxels: position updates per second (e.g. 8 = mechanical steps). 0 = smooth.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Float | 8 | No exposed bound |
Radius
Section titled “Radius”Centimeters before Size. GridSize zero disables position snapping.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Float | 35 | ≥ 0.0 |
| Ground Impact | Float | 36 | ≥ 0.0 |
| Heavy Slam | Float | 50 | ≥ 0.0 |
| Light Impact | Float | 15 | ≥ 0.0 |
| Metal Crush | Float | 30 | ≥ 0.0 |
| Metal Ricochet | Float | 18 | ≥ 0.0 |
| Metal Scrape | Float | 20 | ≥ 0.0 |
| Piercing Hit | Float | 12 | ≥ 0.0 |
RandomSeed
Section titled “RandomSeed”0 chooses a fresh variation each activation; nonzero repeats a chosen variation. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Int | 0 | No exposed bound |
| Metal Spark Shower | Int | 0 | No exposed bound |
| Compact Cross | Int | 0 | No exposed bound |
| Crimson Slash | Int | 0 | No exposed bound |
| Critical Star | Int | 0 | No exposed bound |
| Golden Slash | Int | 0 | No exposed bound |
| Heavy Cross | Int | 0 | No exposed bound |
| Needle Star | Int | 0 | No exposed bound |
| Orbit Cross | Int | 0 | No exposed bound |
| Ring Star | Int | 0 | No exposed bound |
| Splinter Cross | Int | 0 | No exposed bound |
| Split Cross | Int | 0 | No exposed bound |
| Violet Slash | Int | 0 | No exposed bound |
| Heavy | Int | 0 | No exposed bound |
| Armor Break | Int | 0 | No exposed bound |
| Ground Impact | Int | 0 | No exposed bound |
| Heavy Slam | Int | 0 | No exposed bound |
| Light Impact | Int | 0 | No exposed bound |
| Metal Crush | Int | 0 | No exposed bound |
| Metal Ricochet | Int | 0 | No exposed bound |
| Metal Scrape | Int | 0 | No exposed bound |
| Piercing Hit | Int | 0 | No exposed bound |
| Parry | Int | 0 | No exposed bound |
| Shield Block | Int | 0 | No exposed bound |
| Shield Break | Int | 0 | No exposed bound |
| Glancing Hit | Int | 0 | No exposed bound |
RandomizationStrength
Section titled “RandomizationStrength”Master variation strength, clamped 0..1; 0 preserves authored appearance.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 1 | 0–1 |
| Metal Spark Shower | Float | 1 | 0–1 |
| Compact Cross | Float | 1 | 0–1 |
| Crimson Slash | Float | 1 | 0–1 |
| Critical Star | Float | 1 | 0–1 |
| Golden Slash | Float | 1 | 0–1 |
| Heavy Cross | Float | 1 | 0–1 |
| Needle Star | Float | 1 | 0–1 |
| Orbit Cross | Float | 1 | 0–1 |
| Ring Star | Float | 1 | 0–1 |
| Splinter Cross | Float | 1 | 0–1 |
| Split Cross | Float | 1 | 0–1 |
| Violet Slash | Float | 1 | 0–1 |
| Heavy | Float | 1 | 0–1 |
| Armor Break | Float | 1 | 0–1 |
| Ground Impact | Float | 1 | 0–1 |
| Heavy Slam | Float | 1 | 0–1 |
| Light Impact | Float | 1 | 0–1 |
| Metal Crush | Float | 1 | 0–1 |
| Metal Ricochet | Float | 1 | 0–1 |
| Metal Scrape | Float | 1 | 0–1 |
| Piercing Hit | Float | 1 | 0–1 |
| Parry | Float | 1 | 0–1 |
| Shield Block | Float | 1 | 0–1 |
| Shield Break | Float | 1 | 0–1 |
| Glancing Hit | Float | 1 | 0–1 |
Randomize
Section titled “Randomize”Enable extra voxel variation. Restart after changing seed or toggle.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Bool | true | No exposed bound |
| Metal Spark Shower | Bool | true | No exposed bound |
| Compact Cross | Bool | true | No exposed bound |
| Crimson Slash | Bool | true | No exposed bound |
| Critical Star | Bool | true | No exposed bound |
| Golden Slash | Bool | true | No exposed bound |
| Heavy Cross | Bool | true | No exposed bound |
| Needle Star | Bool | true | No exposed bound |
| Orbit Cross | Bool | true | No exposed bound |
| Ring Star | Bool | true | No exposed bound |
| Splinter Cross | Bool | true | No exposed bound |
| Split Cross | Bool | true | No exposed bound |
| Violet Slash | Bool | true | No exposed bound |
| Heavy | Bool | true | No exposed bound |
| Armor Break | Bool | true | No exposed bound |
| Ground Impact | Bool | true | No exposed bound |
| Heavy Slam | Bool | true | No exposed bound |
| Light Impact | Bool | true | No exposed bound |
| Metal Crush | Bool | true | No exposed bound |
| Metal Ricochet | Bool | true | No exposed bound |
| Metal Scrape | Bool | true | No exposed bound |
| Piercing Hit | Bool | true | No exposed bound |
| Parry | Bool | true | No exposed bound |
| Shield Block | Bool | true | No exposed bound |
| Shield Break | Bool | true | No exposed bound |
| Glancing Hit | Bool | true | No exposed bound |
RayCount
Section titled “RayCount”Layer voxel budget; 0 disables this layer. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Int | 192 | ≥ 0.0 |
| Crimson Slash | Int | 160 | ≥ 0.0 |
| Critical Star | Int | 216 | ≥ 0.0 |
| Golden Slash | Int | 160 | ≥ 0.0 |
| Heavy Cross | Int | 256 | ≥ 0.0 |
| Needle Star | Int | 160 | ≥ 0.0 |
| Orbit Cross | Int | 160 | ≥ 0.0 |
| Ring Star | Int | 160 | ≥ 0.0 |
| Splinter Cross | Int | 160 | ≥ 0.0 |
| Split Cross | Int | 128 | ≥ 0.0 |
| Violet Slash | Int | 160 | ≥ 0.0 |
| Parry | Int | 420 | ≥ 0.0 |
| Shield Block | Int | 420 | ≥ 0.0 |
| Shield Break | Int | 420 | ≥ 0.0 |
| Glancing Hit | Int | 420 | ≥ 0.0 |
RayDuration
Section titled “RayDuration”Seconds. Total Duration caps the lifetime of all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 0.4 | ≥ 0.02 |
| Crimson Slash | Float | 0.23 | ≥ 0.02 |
| Critical Star | Float | 0.28 | ≥ 0.02 |
| Golden Slash | Float | 0.24 | ≥ 0.02 |
| Heavy Cross | Float | 0.48 | ≥ 0.02 |
| Needle Star | Float | 0.28 | ≥ 0.02 |
| Orbit Cross | Float | 0.28 | ≥ 0.02 |
| Ring Star | Float | 0.28 | ≥ 0.02 |
| Splinter Cross | Float | 0.28 | ≥ 0.02 |
| Split Cross | Float | 0.24 | ≥ 0.02 |
| Violet Slash | Float | 0.22 | ≥ 0.02 |
| Parry | Float | 0.28 | ≥ 0.02 |
| Shield Block | Float | 0.3 | ≥ 0.02 |
| Shield Break | Float | 0.45 | ≥ 0.02 |
| Glancing Hit | Float | 0.2 | ≥ 0.02 |
RayLength
Section titled “RayLength”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 25 | ≥ 0 |
| Crimson Slash | Float | 34 | ≥ 0 |
| Critical Star | Float | 40 | ≥ 0 |
| Golden Slash | Float | 38 | ≥ 0 |
| Heavy Cross | Float | 37 | ≥ 0 |
| Needle Star | Float | 39 | ≥ 0 |
| Orbit Cross | Float | 36 | ≥ 0 |
| Ring Star | Float | 36 | ≥ 0 |
| Splinter Cross | Float | 36 | ≥ 0 |
| Split Cross | Float | 29 | ≥ 0 |
| Violet Slash | Float | 35 | ≥ 0 |
| Parry | Float | 24 | ≥ 0 |
| Shield Block | Float | 28 | ≥ 0 |
| Shield Break | Float | 38 | ≥ 0 |
| Glancing Hit | Float | 42 | ≥ 0 |
RayWidth
Section titled “RayWidth”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 10 | ≥ 0 |
| Crimson Slash | Float | 3 | ≥ 0 |
| Critical Star | Float | 3.8 | ≥ 0 |
| Golden Slash | Float | 3.5 | ≥ 0 |
| Heavy Cross | Float | 12 | ≥ 0 |
| Needle Star | Float | 2.8 | ≥ 0 |
| Orbit Cross | Float | 3 | ≥ 0 |
| Ring Star | Float | 3 | ≥ 0 |
| Splinter Cross | Float | 3.3 | ≥ 0 |
| Split Cross | Float | 8 | ≥ 0 |
| Violet Slash | Float | 3 | ≥ 0 |
| Parry | Float | 4.5 | ≥ 0 |
| Shield Block | Float | 6 | ≥ 0 |
| Shield Break | Float | 4.5 | ≥ 0 |
| Glancing Hit | Float | 2.5 | ≥ 0 |
ResidualColor
Section titled “ResidualColor”Voxel combat hit control. Restart after editing for a consistent preview.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Crimson Slash | Linear RGBA | {“r”:0.65,“g”:0.005,“b”:0.01,“a”:1} | No exposed bound |
| Critical Star | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Golden Slash | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Heavy Cross | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Needle Star | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Orbit Cross | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Ring Star | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Splinter Cross | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Split Cross | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Violet Slash | Linear RGBA | {“r”:0.55,“g”:0.005,“b”:0.24,“a”:1} | No exposed bound |
| Armor Break | Linear RGBA | {“r”:0.12,“g”:0.16,“b”:0.2,“a”:1} | No exposed bound |
| Ground Impact | Linear RGBA | {“r”:0.14,“g”:0.1,“b”:0.06,“a”:1} | No exposed bound |
| Heavy Slam | Linear RGBA | {“r”:0.18,“g”:0.12,“b”:0.055,“a”:1} | No exposed bound |
| Light Impact | Linear RGBA | {“r”:0.18,“g”:0.12,“b”:0.055,“a”:1} | No exposed bound |
| Metal Crush | Linear RGBA | {“r”:0.12,“g”:0.1,“b”:0.08,“a”:1} | No exposed bound |
| Metal Ricochet | Linear RGBA | {“r”:0.18,“g”:0.12,“b”:0.055,“a”:1} | No exposed bound |
| Metal Scrape | Linear RGBA | {“r”:0.18,“g”:0.12,“b”:0.055,“a”:1} | No exposed bound |
| Piercing Hit | Linear RGBA | {“r”:0.18,“g”:0.12,“b”:0.055,“a”:1} | No exposed bound |
| Parry | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Shield Block | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Shield Break | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
| Glancing Hit | Linear RGBA | {“r”:1,“g”:0.3,“b”:0.025,“a”:1} | No exposed bound |
ResidualCount
Section titled “ResidualCount”Layer voxel budget; 0 disables this layer. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Int | 12 | ≥ 0 |
| Crimson Slash | Int | 12 | ≥ 0 |
| Critical Star | Int | 12 | ≥ 0 |
| Golden Slash | Int | 12 | ≥ 0 |
| Heavy Cross | Int | 12 | ≥ 0 |
| Needle Star | Int | 12 | ≥ 0 |
| Orbit Cross | Int | 12 | ≥ 0 |
| Ring Star | Int | 12 | ≥ 0 |
| Splinter Cross | Int | 12 | ≥ 0 |
| Split Cross | Int | 12 | ≥ 0 |
| Violet Slash | Int | 12 | ≥ 0 |
| Armor Break | Int | 16 | ≥ 0 |
| Ground Impact | Int | 40 | ≥ 0 |
| Heavy Slam | Int | 30 | ≥ 0 |
| Light Impact | Int | 8 | ≥ 0 |
| Metal Crush | Int | 24 | ≥ 0 |
| Metal Ricochet | Int | 8 | ≥ 0 |
| Metal Scrape | Int | 12 | ≥ 0 |
| Piercing Hit | Int | 8 | ≥ 0 |
| Parry | Int | 12 | ≥ 0 |
| Shield Block | Int | 12 | ≥ 0 |
| Shield Break | Int | 12 | ≥ 0 |
| Glancing Hit | Int | 12 | ≥ 0 |
ResidualDuration
Section titled “ResidualDuration”Seconds. Total Duration caps the lifetime of all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 0.55 | ≥ 0.02 |
| Crimson Slash | Float | 0.55 | ≥ 0.02 |
| Critical Star | Float | 0.55 | ≥ 0.02 |
| Golden Slash | Float | 0.55 | ≥ 0.02 |
| Heavy Cross | Float | 0.55 | ≥ 0.02 |
| Needle Star | Float | 0.55 | ≥ 0.02 |
| Orbit Cross | Float | 0.55 | ≥ 0.02 |
| Ring Star | Float | 0.55 | ≥ 0.02 |
| Splinter Cross | Float | 0.55 | ≥ 0.02 |
| Split Cross | Float | 0.55 | ≥ 0.02 |
| Violet Slash | Float | 0.55 | ≥ 0.02 |
| Armor Break | Float | 0.5 | ≥ 0.02 |
| Ground Impact | Float | 0.85 | ≥ 0.02 |
| Heavy Slam | Float | 0.85 | ≥ 0.02 |
| Light Impact | Float | 0.35 | ≥ 0.02 |
| Metal Crush | Float | 0.7 | ≥ 0.02 |
| Metal Ricochet | Float | 0.5 | ≥ 0.02 |
| Metal Scrape | Float | 0.25 | ≥ 0.02 |
| Piercing Hit | Float | 0.5 | ≥ 0.02 |
| Parry | Float | 0.55 | ≥ 0.02 |
| Shield Block | Float | 0.55 | ≥ 0.02 |
| Shield Break | Float | 0.55 | ≥ 0.02 |
| Glancing Hit | Float | 0.55 | ≥ 0.02 |
ResidualSize
Section titled “ResidualSize”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 1.3 | ≥ 0 |
| Crimson Slash | Float | 1.3 | ≥ 0 |
| Critical Star | Float | 1.3 | ≥ 0 |
| Golden Slash | Float | 1.3 | ≥ 0 |
| Heavy Cross | Float | 1.3 | ≥ 0 |
| Needle Star | Float | 1.3 | ≥ 0 |
| Orbit Cross | Float | 1.3 | ≥ 0 |
| Ring Star | Float | 1.3 | ≥ 0 |
| Splinter Cross | Float | 1.3 | ≥ 0 |
| Split Cross | Float | 1.3 | ≥ 0 |
| Violet Slash | Float | 1.3 | ≥ 0 |
| Armor Break | Float | 2 | ≥ 0 |
| Ground Impact | Float | 8 | ≥ 0 |
| Heavy Slam | Float | 8 | ≥ 0 |
| Light Impact | Float | 2 | ≥ 0 |
| Metal Crush | Float | 5 | ≥ 0 |
| Metal Ricochet | Float | 2 | ≥ 0 |
| Metal Scrape | Float | 2 | ≥ 0 |
| Piercing Hit | Float | 2 | ≥ 0 |
| Parry | Float | 1.3 | ≥ 0 |
| Shield Block | Float | 1.3 | ≥ 0 |
| Shield Break | Float | 1.3 | ≥ 0 |
| Glancing Hit | Float | 1.3 | ≥ 0 |
ScrapeDuration
Section titled “ScrapeDuration”Seconds over which the one-shot scrape releases its sparks; keep total Duration longer than this plus FragmentDuration.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Scrape | Float | 0.5 | No exposed bound |
SecondaryColor
Section titled “SecondaryColor”Voxel combat hit control. Restart after editing for a consistent preview.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Crimson Slash | Linear RGBA | {“r”:1,“g”:0.5,“b”:0.5,“a”:1} | No exposed bound |
| Critical Star | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Golden Slash | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Heavy Cross | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Needle Star | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Orbit Cross | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Ring Star | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Splinter Cross | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Split Cross | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Violet Slash | Linear RGBA | {“r”:0.82,“g”:0.18,“b”:1,“a”:1} | No exposed bound |
| Heavy | Linear RGBA | {“r”:1,“g”:0.9,“b”:0.6,“a”:1} | No exposed bound |
| Armor Break | Linear RGBA | {“r”:0.65,“g”:0.8,“b”:0.95,“a”:1} | No exposed bound |
| Ground Impact | Linear RGBA | {“r”:0.55,“g”:0.3,“b”:0.08,“a”:1} | No exposed bound |
| Heavy Slam | Linear RGBA | {“r”:1,“g”:0.85,“b”:0.4,“a”:1} | No exposed bound |
| Light Impact | Linear RGBA | {“r”:1,“g”:0.85,“b”:0.4,“a”:1} | No exposed bound |
| Metal Crush | Linear RGBA | {“r”:0.7,“g”:0.65,“b”:0.5,“a”:1} | No exposed bound |
| Metal Ricochet | Linear RGBA | {“r”:1,“g”:0.95,“b”:0.65,“a”:1} | No exposed bound |
| Metal Scrape | Linear RGBA | {“r”:1,“g”:0.85,“b”:0.32,“a”:1} | No exposed bound |
| Piercing Hit | Linear RGBA | {“r”:1,“g”:0.85,“b”:0.4,“a”:1} | No exposed bound |
| Parry | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Shield Block | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Shield Break | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
| Glancing Hit | Linear RGBA | {“r”:1,“g”:0.94,“b”:0.7,“a”:1} | No exposed bound |
ShardGravity
Section titled “ShardGravity”Gravity multiplier for shards and accent bits.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Heavy | Float | 0.8 | No exposed bound |
ShockwaveCount
Section titled “ShockwaveCount”Layer voxel count; zero disables the layer. Restart after editing.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Int | 24 | ≥ 0.0 |
| Ground Impact | Int | 36 | ≥ 0.0 |
| Heavy Slam | Int | 40 | ≥ 0.0 |
| Light Impact | Int | 24 | ≥ 0.0 |
| Metal Crush | Int | 24 | ≥ 0.0 |
| Metal Ricochet | Int | 0 | ≥ 0.0 |
| Metal Scrape | Int | 0 | ≥ 0.0 |
| Piercing Hit | Int | 0 | ≥ 0.0 |
ShockwaveDuration
Section titled “ShockwaveDuration”Seconds; restart after editing. Total Duration limits all layers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Float | 0.2 | ≥ 0.02 |
| Ground Impact | Float | 0.2 | ≥ 0.02 |
| Heavy Slam | Float | 0.32 | ≥ 0.02 |
| Light Impact | Float | 0.2 | ≥ 0.02 |
| Metal Crush | Float | 0.2 | ≥ 0.02 |
| Metal Ricochet | Float | 0.2 | ≥ 0.02 |
| Metal Scrape | Float | 0.2 | ≥ 0.02 |
| Piercing Hit | Float | 0.2 | ≥ 0.02 |
ShockwaveRadius
Section titled “ShockwaveRadius”Centimeters before Size. GridSize zero disables position snapping.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Float | 40 | ≥ 0 |
| Ground Impact | Float | 55 | ≥ 0 |
| Heavy Slam | Float | 65 | ≥ 0 |
| Light Impact | Float | 25 | ≥ 0 |
| Metal Crush | Float | 25 | ≥ 0 |
| Metal Ricochet | Float | 25 | ≥ 0 |
| Metal Scrape | Float | 25 | ≥ 0 |
| Piercing Hit | Float | 25 | ≥ 0 |
ShockwaveSize
Section titled “ShockwaveSize”Centimeters before Size. GridSize zero disables position snapping.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Armor Break | Float | 1.8 | ≥ 0 |
| Ground Impact | Float | 1.8 | ≥ 0 |
| Heavy Slam | Float | 4 | ≥ 0 |
| Light Impact | Float | 1.8 | ≥ 0 |
| Metal Crush | Float | 1.8 | ≥ 0 |
| Metal Ricochet | Float | 1.8 | ≥ 0 |
| Metal Scrape | Float | 1.8 | ≥ 0 |
| Piercing Hit | Float | 1.8 | ≥ 0 |
Uniform size multiplier for all sprites.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 1 | ≥ 0 |
| Metal Spark Shower | Float | 0.8 | ≥ 0 |
| Compact Cross | Float | 1 | ≥ 0 |
| Crimson Slash | Float | 1 | ≥ 0 |
| Critical Star | Float | 1 | ≥ 0 |
| Golden Slash | Float | 1 | ≥ 0 |
| Heavy Cross | Float | 1 | ≥ 0 |
| Needle Star | Float | 1 | ≥ 0 |
| Orbit Cross | Float | 1 | ≥ 0 |
| Ring Star | Float | 1 | ≥ 0 |
| Splinter Cross | Float | 1 | ≥ 0 |
| Split Cross | Float | 1 | ≥ 0 |
| Violet Slash | Float | 1 | ≥ 0 |
| Heavy | Float | 1.8 | ≥ 0 |
| Armor Break | Float | 1 | ≥ 0 |
| Ground Impact | Float | 1 | ≥ 0 |
| Heavy Slam | Float | 1 | ≥ 0 |
| Light Impact | Float | 1 | ≥ 0 |
| Metal Crush | Float | 1 | ≥ 0 |
| Metal Ricochet | Float | 1 | ≥ 0 |
| Metal Scrape | Float | 1 | ≥ 0 |
| Piercing Hit | Float | 1 | ≥ 0 |
| Parry | Float | 1 | ≥ 0 |
| Shield Block | Float | 1 | ≥ 0 |
| Shield Break | Float | 1 | ≥ 0 |
| Glancing Hit | Float | 1 | ≥ 0 |
SparkCount
Section titled “SparkCount”Number of main sparks spawned per hit.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Int | 40 | ≥ 0 |
| Metal Spark Shower | Int | 140 | ≥ 0 |
Multiplier for the initial velocity of sparks and embers.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 1 | No exposed bound |
| Metal Spark Shower | Float | 1.6 | No exposed bound |
| Heavy | Float | 1.45 | No exposed bound |
SpreadVariation
Section titled “SpreadVariation”Maximum fractional variation in particle distance from the origin.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 0.18 | 0–0.9 |
| Metal Spark Shower | Float | 0.18 | 0–0.9 |
| Compact Cross | Float | 0.18 | 0–0.9 |
| Crimson Slash | Float | 0.18 | 0–0.9 |
| Critical Star | Float | 0.18 | 0–0.9 |
| Golden Slash | Float | 0.18 | 0–0.9 |
| Heavy Cross | Float | 0.18 | 0–0.9 |
| Needle Star | Float | 0.18 | 0–0.9 |
| Orbit Cross | Float | 0.18 | 0–0.9 |
| Ring Star | Float | 0.18 | 0–0.9 |
| Splinter Cross | Float | 0.18 | 0–0.9 |
| Split Cross | Float | 0.18 | 0–0.9 |
| Violet Slash | Float | 0.18 | 0–0.9 |
| Heavy | Float | 0.18 | 0–0.9 |
| Armor Break | Float | 0.18 | 0–0.9 |
| Ground Impact | Float | 0.18 | 0–0.9 |
| Heavy Slam | Float | 0.18 | 0–0.9 |
| Light Impact | Float | 0.18 | 0–0.9 |
| Metal Crush | Float | 0.18 | 0–0.9 |
| Metal Ricochet | Float | 0.18 | 0–0.9 |
| Metal Scrape | Float | 0.18 | 0–0.9 |
| Piercing Hit | Float | 0.18 | 0–0.9 |
| Parry | Float | 0.18 | 0–0.9 |
| Shield Block | Float | 0.18 | 0–0.9 |
| Shield Break | Float | 0.18 | 0–0.9 |
| Glancing Hit | Float | 0.18 | 0–0.9 |
Thickness
Section titled “Thickness”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 5 | ≥ 0 |
| Crimson Slash | Float | 5 | ≥ 0 |
| Critical Star | Float | 5 | ≥ 0 |
| Golden Slash | Float | 5 | ≥ 0 |
| Heavy Cross | Float | 5 | ≥ 0 |
| Needle Star | Float | 5 | ≥ 0 |
| Orbit Cross | Float | 5 | ≥ 0 |
| Ring Star | Float | 5 | ≥ 0 |
| Splinter Cross | Float | 5 | ≥ 0 |
| Split Cross | Float | 5 | ≥ 0 |
| Violet Slash | Float | 5 | ≥ 0 |
| Parry | Float | 5 | ≥ 0 |
| Shield Block | Float | 5 | ≥ 0 |
| Shield Break | Float | 5 | ≥ 0 |
| Glancing Hit | Float | 5 | ≥ 0 |
VoxelSize
Section titled “VoxelSize”Centimeters before Size. GridSize 0 disables snapping; Thickness controls depth scatter.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Compact Cross | Float | 3 | ≥ 0 |
| Crimson Slash | Float | 2.6 | ≥ 0 |
| Critical Star | Float | 2.6 | ≥ 0 |
| Golden Slash | Float | 2.6 | ≥ 0 |
| Heavy Cross | Float | 3.5 | ≥ 0 |
| Needle Star | Float | 2.6 | ≥ 0 |
| Orbit Cross | Float | 2.6 | ≥ 0 |
| Ring Star | Float | 2.6 | ≥ 0 |
| Splinter Cross | Float | 2.6 | ≥ 0 |
| Split Cross | Float | 3 | ≥ 0 |
| Violet Slash | Float | 2.6 | ≥ 0 |
| Armor Break | Float | 7 | ≥ 0 |
| Ground Impact | Float | 7 | ≥ 0 |
| Heavy Slam | Float | 9 | ≥ 0 |
| Light Impact | Float | 4 | ≥ 0 |
| Metal Crush | Float | 8 | ≥ 0 |
| Metal Ricochet | Float | 4 | ≥ 0 |
| Metal Scrape | Float | 4 | ≥ 0 |
| Piercing Hit | Float | 4 | ≥ 0 |
| Parry | Float | 2.6 | ≥ 0 |
| Shield Block | Float | 2.6 | ≥ 0 |
| Shield Break | Float | 2.6 | ≥ 0 |
| Glancing Hit | Float | 2.6 | ≥ 0 |
VoxelSizeVariation
Section titled “VoxelSizeVariation”Maximum fractional size variation, clamped 0..0.9.
| System | Type | Shipped default | Hard limits |
|---|---|---|---|
| Metal Spark | Float | 0.3 | 0–0.9 |
| Metal Spark Shower | Float | 0.3 | 0–0.9 |
| Compact Cross | Float | 0.3 | 0–0.9 |
| Crimson Slash | Float | 0.3 | 0–0.9 |
| Critical Star | Float | 0.3 | 0–0.9 |
| Golden Slash | Float | 0.3 | 0–0.9 |
| Heavy Cross | Float | 0.3 | 0–0.9 |
| Needle Star | Float | 0.3 | 0–0.9 |
| Orbit Cross | Float | 0.3 | 0–0.9 |
| Ring Star | Float | 0.3 | 0–0.9 |
| Splinter Cross | Float | 0.3 | 0–0.9 |
| Split Cross | Float | 0.3 | 0–0.9 |
| Violet Slash | Float | 0.3 | 0–0.9 |
| Heavy | Float | 0.3 | 0–0.9 |
| Armor Break | Float | 0.3 | 0–0.9 |
| Ground Impact | Float | 0.3 | 0–0.9 |
| Heavy Slam | Float | 0.3 | 0–0.9 |
| Light Impact | Float | 0.3 | 0–0.9 |
| Metal Crush | Float | 0.3 | 0–0.9 |
| Metal Ricochet | Float | 0.3 | 0–0.9 |
| Metal Scrape | Float | 0.3 | 0–0.9 |
| Piercing Hit | Float | 0.3 | 0–0.9 |
| Parry | Float | 0.3 | 0–0.9 |
| Shield Block | Float | 0.3 | 0–0.9 |
| Shield Break | Float | 0.3 | 0–0.9 |
| Glancing Hit | Float | 0.3 | 0–0.9 |