This is not caused by a hidden function in another particle. The pulsing and bouncing are already defined inside this .mse itself. The main reason the effect never becomes static is that several particle groups are set to loop forever with CycleLoopEnable 1 and LoopCount 0, so the animation keeps restarting. The up-and-down movement comes from the second particle group's List TimeEventPosition, where Z changes from 18.459999 to 121.070107; because that group has CycleLength 0.400000 and looping enabled, it keeps moving upward again every cycle, which makes the whole effect look like it is bouncing. If you want it static, keep only one fixed position value there instead of two animated ones. The pulsing comes from animated emission and scale values, especially List TimeEventEmissionCountPerSecond changing from 10.000000 to 72.164948, and List TimeEventScaleX / List TimeEventScaleY changing during the lifetime. If you want a stable aura, those values should stay flat from start to end. I also noticed one suspicious alpha block: List TimeEventAlpha { 0.000000 1.000000 / 0.0000000 0.000000 }. Two alpha values at the exact same timestamp can cause flicker or instant disappear/reappear behavior, so it is better to use a constant alpha like 0.000000 1.000000 and 1.000000 1.000000, or fade it later at a different time. Also, TexAniType 4 with TexAniDelay 0.028000 means the texture itself may still animate, so if yong_gwon_pa copy.dds is a multi-frame texture, the effect can still look alive even after fixing the particle settings. In short: remove the animated TimeEventPosition, make emission and scale values constant, fix the alpha timestamps, and disable infinite looping if you do not want repeated motion. As for editors, in Metin2 there is no widely used standalone .mse effect editor that is better known than WorldEditor/WorldEditorRemix; most people still use WorldEditor or edit the file manually in a text editor.