Can proffie drive three 3v Red Laser Diodes

This won’t be for a saber build but for a 3D print project, I’m printing a predator bio mask and I want to use a spare proffie v2 board that I have laying around.

Can the board drive 3 laser diodes? If I run them as the main blade would I need to set them up in a tri-Cree configuration with the colour set to red?

also be using two 5 pixel led strips for the eyes and using them as accent leds and a Bluetooth module in there as well to control it all via workbench.

Any specs on the diodes, like how much voltage/amperage they draw?

I just watched Predator: Killer of Killers…pretty good!

they come in at 3v 5mw

Laser diodes are just diodes with added stuff, so yes, it can drive laser diodes as long as they don’t draw too much current.

That is super small. You can even drive those from the “free” pads on a V3 board.
Each LED pad can handle thousands of those…

That is one way to do it.
You could also set it up as a blade with three single-color LEDs, or as three individual blades.

The workbench doesn’t generally give you control over each blade individually. However, you can just set up different presets that do what you want and switch between them using the workbench.

that’s good news, if the board can handle them with ease then i could possibly bump them up to the 5v versions, i will be using a v2 board for this, i will only be using workbench as a controller like u said to skip between presents and select tracks and what not.

This is what I’ve got using the wiring tool, I’ve also used a calculator to figure out the resistance values for 3v 25Ma led/laser, it wants a 30 ohm resistor when being fed 3.7v from battery.

BladeConfig blades[] = {
 { 0, SimpleBladePtr<CreeXPE2RedTemplate<30000>, CreeXPE2RedTemplate<30000>, CreeXPE2RedTemplate<30000>, NoLED, bladePowerPin1, bladePowerPin2, bladePowerPin3, -1>(),
    WS281XBladePtr<5, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin4, bladePowerPin5> >(),
    WS281XBladePtr<5, blade4Pin, Color8::GRB, PowerPINS<bladePowerPin6> >()
  , CONFIGARRAY(presets) },

Does this look okay or am I overcomplicating it?

I recommend replacing CreeXPE2RedTemplate<30000> with CH1LED, since you don’t actually have a Cree LED, other than that it should be fine I think.

1 Like

Thank you I’ll give that a go

im reading the v2 user manual and it says to “add +1 “blade” (the bluetooth module blade style)” and “add this bluetooth module “blade” configuration”… is this only required if i add status LEDs to the Bluetooth modules?

It could also be “the fake blade” to control the shut-off of the Bluetooth module. Bluetooth module doesn’t turn off and keeps draining the battery, but if you wire & control it like a “fake blade”, it’s much easier to turn-off. I know of the possibility to control the Bluetooth status led (and the Proffieboard status led too, for that matter) but I have not tried. I also know of the existence of an led kit that allows you to “expand” the location of the Bluetooth led, but I have also not tried it either.

So the blade style is related to the on/off function of the Bluetooth module if no switche is installed, do you know which order this will go in the blade array? Would it be the last one after the main blade and accident LEDs?

As you like. I have it last:

Blade style: StylePtr<Blue>(), I used Blue for Bluetooth, but any basic color will do (blue, red or green).
Blade array: SimpleBladePtr<CH3LED,NoLED,NoLED,NoLED,bladePowerPin6,-1,-1,-1>(),

I’m using a Proffieboard v3.9

1 Like

this is my current config

#ifdef CONFIG_TOP
#include "proffieboard_v2_config.h"
#define NUM_BLADES 3
#define NUM_BUTTONS 1
const unsigned int maxLedsPerStrip = 144;
#define VOLUME 3000
#define BOOT_VOLUME 900
#define FILTER_CUTOFF_FREQUENCY 100
#define FILTER_ORDER 8
#define CLASH_THRESHOLD_G 1.0
#define NO_REPEAT_RANDOM
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_SERIAL
#define IDLE_OFF_TIME 60 * 5 * 1000




// Max 20 characters
#define BLE_PASSWORD "your password"
// Max 32 characters.
#define BLE_NAME "Your Saber Name"
// Max 9 characters
#define BLE_SHORTNAME "Saber"

#endif

#ifdef CONFIG_PROP
#include "../props/saber_fett263_buttons.h"
#endif


#ifdef CONFIG_PRESETS
Preset presets[] = {
   
{ "Predator;common", "tracks/predator1.wav",
StyleNormalPtr<RED, WHITE,10,800>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),"RedEyes"},

{ "Predator;common", "tracks/predator1.wav",
StyleNormalPtr<RED, WHITE,10,800>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),"BlueEyes"},

{ "Predator;common", "tracks/predator1.wav",
StyleNormalPtr<RED, WHITE,10,800>(),
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
StyleNormalPtr<RED, WHITE,10,800>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<0,255,255>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<0,255,255>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),"CyanEyes"},

{ "Predator;common", "tracks/predator1.wav",
StyleNormalPtr<RED, WHITE,10,800>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<255,0,255>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<255,0,255>>,TransitionEffectL<TrConcat<TrJoin<TrDelay<0>,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<500>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,0>>,TrFade<1000>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>,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<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,LockupTrL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,0>>,TrFade<400>>,SaberBase::LOCKUP_LIGHTNING_BLOCK,Int<1>>,LockupTrL<AudioFlicker<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<8164>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>,TrFade<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>>,TrConcat<TrExtend<4000,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,TrFade<300>>>,HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,0>>>>>,100>,TrFade<4000>>,TrFade<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrJoinR<TrCenterWipeInX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrSmoothFadeX<BendTimePowInvX<IgnitionTime<500>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrCenterWipeX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Scale<TwistAngle<1>,Int<6000>,Int<27000>>>,Black>>>(),"MagentaEyes"},

   
};
BladeConfig blades[] = {
 { 0, SimpleBladePtr<CH1LED, CH1LED, CH1LED, NoLED, bladePowerPin1, bladePowerPin2, bladePowerPin3, -1>(),
    WS281XBladePtr<5, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin4, bladePowerPin5> >(),
    WS281XBladePtr<5, blade4Pin, Color8::GRB, PowerPINS<bladePowerPin6> >()
  , CONFIGARRAY(presets) },
};
#endif

#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
#endif

to add the bluetooth i just add the 4th blade and that style?

the 3rd blade also says “bladePowerPin6” would this cause a problem?

#ifdef CONFIG_TOP
#include "proffieboard_v2_config.h"
#define NUM_BLADES 4
#define NUM_BUTTONS 1
const unsigned int maxLedsPerStrip = 144;
#define VOLUME 3000
#define BOOT_VOLUME 900
#define FILTER_CUTOFF_FREQUENCY 100
#define FILTER_ORDER 8
#define CLASH_THRESHOLD_G 1.0
#define NO_REPEAT_RANDOM
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_SERIAL
#define IDLE_OFF_TIME 60 * 5 * 1000




// Max 20 characters
#define BLE_PASSWORD "your password"
// Max 32 characters.
#define BLE_NAME "Your Saber Name"
// Max 9 characters
#define BLE_SHORTNAME "Saber"

#endif

#ifdef CONFIG_PROP
#include "../props/saber_fett263_buttons.h"
#endif


#ifdef CONFIG_PRESETS
Preset presets[] = {
   
{ "Predator;common", "tracks/predator1.wav",
StyleNormalPtr<RED, WHITE,10,800>(),
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
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{ "Predator;common", "tracks/predator1.wav",
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StylePtr<Blue>(), "CyanEyes"},

{ "Predator;common", "tracks/predator1.wav",
StyleNormalPtr<RED, WHITE,10,800>(),
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StylePtr<Blue>(), "MagentaEyes"},

   
};
BladeConfig blades[] = {
 { 0, SimpleBladePtr<CH1LED, CH1LED, CH1LED, NoLED, bladePowerPin1, bladePowerPin2, bladePowerPin3, -1>(),
    WS281XBladePtr<5, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin4, bladePowerPin5> >(),
    WS281XBladePtr<5, blade4Pin, Color8::GRB, PowerPINS<bladePowerPin6> >(),
    SimpleBladePtr<CH3LED,NoLED,NoLED,NoLED,bladePowerPin6,-1,-1,-1>()
  , CONFIGARRAY(presets) },
};
#endif

#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
#endif

like this, it compiles ok

I don’t know if having two bladePowerPin6 in your blade array is a good or bad idea? You don’t have another pad available ?

Pads are taken up by the LEDs and accent strips,

Can you put some LEDs/accent in series and use subblades ? TBH, I have no idea if it is ok or not, but in doubt I would lean towards not.

Edit: Unless you want the other leds on bladePowerPin6 to be full “on” one color all the time ?

Brainfart, bladePowerPin6 is power and not data. No clue if/how that will affect the Bluetooth or shared leds functioning?

Yes I’m not sure myself, I think it’s used as the negative line, the 3 led/lasers having a pad each is probably a bit over kill