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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

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

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

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

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

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

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

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

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

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

Number of outward shards per hit.

System Type Shipped default Hard limits
Heavy Int 48 ≥ 0

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

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

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

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

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

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

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

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

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

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

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

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

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 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

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

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

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

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

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

Number of little voxels that float up and dissolve.

System Type Shipped default Hard limits
Heavy Int 65 ≥ 0

Sideways drift speed of floating voxels along X.

System Type Shipped default Hard limits
Heavy Float 0 No exposed bound

Sideways drift speed of floating voxels along Y.

System Type Shipped default Hard limits
Heavy Float 0 No exposed bound

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

Lifetime multiplier of the floating voxels.

System Type Shipped default Hard limits
Heavy Float 1 No exposed bound

Upward acceleration of floating voxels (negative = sink).

System Type Shipped default Hard limits
Heavy Float 90 No exposed bound

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Gravity multiplier for shards and accent bits.

System Type Shipped default Hard limits
Heavy Float 0.8 No exposed bound

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

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

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

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

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

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

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

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

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