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Stella Effect Forge cfgEffectArea studio • offline • console-focused
Saved locally

Area Forge

Build and tune individual effect areas while the live map, side profile, performance estimate, and validation engine update with every change.

Included areas00 excluded from export
Planning load0Estimated world particle positions
Validation0No problems found
Coverage0mLargest configured radius

Area editor

Select an area or create a new one.

No area selected

Create a fresh area, add a preset, or import an existing cfgeffectarea file to begin.

Pattern Lab

Generate lines, circles, grids, gate pairs, and spirals of effect areas from one template. Preview the result before adding anything to the project.

Pattern generator

Locked areas are never modified. Generated names are made unique automatically.

Degrees used by lines, grids, and gate pairs.
Line uses Count + Spacing. Circle uses Count + Radius. Grid uses Rows + Columns + Spacing. Gate creates two mirrored areas. Spiral uses Count + Radius + Turns.

Generated preview

0 areas ready

Preset Vault

A larger collection of player effects, smoke zones, gates, markers, mist, fire, and experimental combinations built from the attached reference names and test JSON.

Reference Library

Search every TriggerType, ParticleName, and PPERequesterType from the attached reference file. Sample usage counts show which values appear in the provided test configuration.

JSON Studio

Import, edit, validate, clean, copy, and export a final Areas-only cfgeffectarea file. SafePositions from imports are detected but intentionally omitted.

Generated cfgEffectArea JSON

0 included areas • pretty format

Final export always uses {"Areas":[...]}. Imported SafePositions are never written back into the finished file.

Build small, test one effect, then scale with confidence.

The forge separates the world particle, the larger player surround particle, and the tiny close-player particle so you can understand exactly which slot is producing an effect. The supplied sample contains 17 areas and 55 SafePositions; this tool imports the areas and removes the SafePositions from every final export.

1 • Start with a preset

Pick flare feet, flame feet, smoke, mist, or a gate preset. Apply it to the active area or add it as a new area, then replace the coordinates.

2 • Test a small radius

Use a small trigger first. Large radii, very low particle spacing, several inner rings, and many vertical layers can create a much heavier setup.

3 • Use the planning estimate

The estimate approximates ring positions from radius and spacing. It is deliberately labeled as planning guidance because the game engine remains the final test.

4 • Validate before export

Fix duplicate names, missing values, unknown reference names, impossible geometry, map-bound warnings, and unusually heavy area estimates.

5 • Back up the original

Download a Stella project backup and keep your server’s original cfgeffectarea file before replacing anything.

6 • Restart and verify

Upload the final Areas-only JSON, restart the server, enter the trigger, and record which world, around-player, tiny-player, and PPE parts actually render.

Field dictionary

Every standard field exposed by this studio.

AreaNameFriendly identifier for the area. Use a unique name for every entry.
TypeEffect-area class. The attached examples use SpookyArea.
TriggerTypeTrigger class. The attached examples use EffectTrigger; the library includes every supplied reference name.
Data.PosThree-number world position: X, Y/elevation, Z.
RadiusHorizontal radius of the trigger and ring layout.
PosHeight / NegHeightVertical reach above and below the configured Y position.
InnerRingCountNumber of inner particle rings.
InnerPartDistSpacing between positions on inner rings. Lower spacing generally means more positions.
OuterRingToggle1 enables the outside particle ring; 0 disables it.
OuterPartDistSpacing between positions around the outside ring.
OuterOffsetAdditional outer-ring offset retained for experimentation.
VerticalLayersNumber of extra particle layers stacked vertically.
VerticalOffsetSpacing between vertical layers.
ParticleNameWorld / ring particle stored under Data.
AroundPartNameLarger particle attached around a player while inside the trigger.
TinyPartNameClose player particle commonly used for feet-style combinations.
PPERequesterTypePlayer screen overlay applied while inside the effect area.