Accent led, crystal chaber on, with blade off

Hi everyone, sorry for the perhaps stupid question, but I would like two 5 neopixel strips to light up before turning on the sword.
I learned to create a sequence of turning on various lights but only with the sword lit.
Do I have to create a “no blade” preset where I insert all the various presets of the different LEDs?
here is an example.
Thank you

no_blade preset arrays are for if you’re using Blade ID or Blade Detect, which it doesn’t sound like is the goal.

Do you mean you want the strips to function as something of a preon? (In which case you’d need to make them trigger on that effect)

Do you instead mean that you want the strips to always be on, or only be on when the blade is off? In that case you’d want to flip what you have in your (probably) InOutTrL.

I would like that, by activating the kill switch, the crystal or the accent LEDs are turned on before the sword is turned on and that they remain turned on even when the sword is turned on

Then you probably just want to unwrap whatever InOut style you have.

Can you post what you currently have?

#ifdef CONFIG_TOP
#include "proffieboard_v2_config.h"
#define NUM_BLADES 2
#define NUM_BUTTONS 1
#define VOLUME 1500
const unsigned int maxLedsPerStrip = 144;
#define CLASH_THRESHOLD_G 7.0
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_SSD1306
#define ENABLE_SERIAL
#define BLADE_DETECT_PIN 22
#define COLOR_CHANGE_DIRECT
   // this enables "click to change"
#define SA22C_SWING_ON
#define SA22C_TWIST_NEXT
#define SA22C_TWIST_OFF
#define SA22C_FORCE_PUSH
#define GESTURE_AUTO_BATTLE_MODE
#define MOTION_TIMEOUT 60 * 15 * 1000
#define ENABLE_SPINS
#endif
 

//blade 1 - Main Blade
//Blade 2 - Crystal

 
#ifdef CONFIG_PRESETS
 

Preset blade[] = {
{ "survivor", "survivor/tracks/survivor.wav",
StylePtr<Layers<Stripes<16000,-1000,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Pulsing<Mix<Int<11565>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,800>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipeX<IgnitionTime<300>>,TrWipeInX<RetractionTime<0>>,Black>>>(),
StylePtr<Layers<Stripes<16000,-1000,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Pulsing<Mix<Int<11565>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,800>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,InOutTrL<TrInstant,TrInstant,Stripes<5000,-2500,RgbArg<OFF_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<16384>,Black,RgbArg<OFF_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<OFF_COLOR_ARG,Rgb<255,0,0>>>>>>(),


};
BladeConfig blades[] = {
 { 0, WS281XBladePtr<144, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
    SimpleBladePtr<CH1LED, CH2LED, CH3LED, NoLED, bladePowerPin4, bladePowerPin5, bladePowerPin6, -1>()
  , CONFIGARRAY(presets) },
};
#endif
 
 
#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
Button AuxButton(BUTTON_AUX, auxPin, "aux");
#endif

Maybe you want just this then? (Extracting the insides of the InOut as described above)

StylePtr<Stripes<5000,-2500,RgbArg<OFF_COLOR_ARG,Red>,Mix<Int<16384>,Black,RgbArg<OFF_COLOR_ARG,Red>>,RgbArg<OFF_COLOR_ARG,Red>>>()

I try, thanks