Wondering if there’s a way I can easily determine what effects are used in the Defect bladestyle from Greyscale, I’ve gone through what I could but I’m stuck on a few things like the preon and a few of the ignitions.
{ "Defect;common", "common/tracks/mercury.wav",
StylePtr<Layers<
//Fett263 HumpFlicker with Erratic Swing
Mix<SwingSpeed<400>,HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,HumpFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<128,0,0>>,30>>,
//Ripple swing effect using Fett263's scaled responsive swing
AlphaL<AlphaL<Stripes<2000,-2250,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<60,30,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,15,0>>,Black,800>>,HoldPeakF<Scale<IsLessThan<SwingSpeed<850>,Int<13600>>,Scale<SwingSpeed<850>,Int<-19300>,Int<32768>>,Int<0>>,Int<550>,Scale<SwingAcceleration<100>,Int<20000>,Int<10000>>>>,SmoothStep<Scale<Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>,Int<15000>,Int<5000>>,Int<-16000>>>,
//Fett263 Unstable Ignition
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-1550,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFadeX<Percentage<WavLen<EFFECT_IGNITION>,15>>>,EFFECT_IGNITION>,
//HumpFlicker Bright Retraction
TransitionEffectL<TrConcat<TrFadeX<WavLen<EFFECT_RETRACTION>>,HumpFlicker<RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,White>,50>,TrInstant>,EFFECT_RETRACTION>,
//Fett263 Responsive Intensity Lockup with Unstable End
LockupTrL<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,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,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>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,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>>>,TrFade<3000>>,
TrConcat<TrInstant,White,TrFade<650>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,11439,0>>,Black,300>,TrFade<1000>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Red>,Black,300>>,TrFade<1200>>,SaberBase::LOCKUP_NORMAL>,
//Fett263 Responsive Lightning Block
ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
//Fett263 Responsive flame emitter effect, point the blade up to speed up the flame
AlphaL<Mix<Scale<BladeAngle<19000>,Int<32768>,Int<0>>,StyleFire<Gradient<RotateColorsX<Variation,White>,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,Rgb16<65535,42753,42753>>>,RotateColorsX<Variation,Rgb<30,30,30>>,0,2,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,White>,RotateColorsX<Variation,White>,RotateColorsX<Variation,White>>,RotateColorsX<Variation,Rgb<30,30,30>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>>,SmoothStep<Scale<SlowNoise<Int<3000>>,Int<1750>,Int<4125>>,Int<-3500>>>,
//Responsive Stab
ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
//Fett263 Multi-blast, blaster reflect cycles through different responsive effects
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Fett263 Real Clash
Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,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<255,187,108>>,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>>,
//Fett263 Intensity Drag
LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Fett263 Responsive Intensity Melt
LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
//Fett263 Power Save, if using his prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Fett263 Spark Tip Ignition and Retraction
InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,5>>,TrSparkX<White,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,5>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrSparkX<White,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
//Noise Responsive Sparky Hilt Postoff
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,150>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<9500>>,Int<-7000>>>,TrFadeX<WavLen<EFFECT_POSTOFF>>>,EFFECT_POSTOFF>,
//Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//Ripple Out Preon
TransitionEffectL<TrConcat<TrFadeX<Percentage<WavLen<EFFECT_PREON>,10>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb16<65535,42753,42753>>,Int<125>,Int<350>,Int<315>,Int<0>>>,TrDelayX<Percentage<WavLen<EFFECT_PREON>,90>>>,EFFECT_PREON>,
//Noise Responsive Charge Up Preon
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,150>,SmoothStep<Scale<NoisySoundLevel,Int<-1500>,Trigger<EFFECT_PREON,WavLen<EFFECT_PREON>,Int<0>,Int<0>>>,Int<-8000>>>,TrDelayX<WavLen<EFFECT_PREON>>>,EFFECT_PREON>
>>(), "defect"},