Editing FO bladestyle pulse speed

I’m using this code to adapt for a variation of the Kitbash Templar font:

StylePtr<Layers<Stripes<16000,-1000,RotateColorsX<Variation,Rgb<180,130,0>>,Pulsing<RotateColorsX<Variation,Rgb<64,50,0>>,RotateColorsX<Variation,Rgb<180,130,0>>,800>,RotateColorsX<Variation,Rgb<180,130,0>>>,TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,RotateColorsX<Variation,Rgb<113,90,0>>>,TrDelay<30000>,RotateColorsX<Variation,Rgb<180,130,0>>,TrFade<800>>,EFFECT_FORCE>,LockupTrL<Layers<AlphaL<AudioFlickerL<Rgb<255,150,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AlphaL<Moccasin,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Rgb<255,150,0>,Moccasin,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,TransitionEffect<Moccasin,Rgb<255,150,0>,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,ResponsiveStabL<Red,TrWipeIn<600>,TrWipe<600>>,ResponsiveBlastL<TransitionEffect<Rgb<255,150,0>,Moccasin,TrInstant,TrFade<50>,EFFECT_BLAST>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,ResponsiveClashL<TransitionEffect<Rgb<255,150,0>,Moccasin,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipe<200>,TrWipeIn<700>,Black>,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>>>(),

With this hum for audio:

Firstly, the 800 in this code should change the speed of the pulse that runs up the blade, right?

RotateColorsX<Variation,Rgb<180,130,0>>,800>

If so, is there a limit on how fast it can go? I was hoping to have pulses run up at the rate of the modulation in the hum (which I’d guess is about 50-100ms), but can’t get it as fast enough.

-1000 is the movement up the blade, but the Stripes size 16000 also affects end result so play with both values.

OK thanks. So what does the “-10000” represent? What I’m trying to do is make a regular pulse up the blade every 100ms or so.

That’s the speed of the movement, negative means away from blade, positive means towards the blade. You’d probably be better off just layering an effect over a base style. The First Order style has multiple components, there’s movement and a pulse (plus some other effects) and it purposefully has some randomness to it so it’s not repetitive. If you want something specifically timed maybe use a TransitionLoop<> that would let you set a specific time on it to repeat at.

Random is fine, I think, but with a rough rate of 100ms.I understand that negative is away and positive is towards. But what is the 10000? Is that ms? I’m just trying to figure out how much changing the value affects it since the style editor isn’t always obvious.

Not sure where you’re getting 10000, if you mean the speed of the Stripes (-1000), it’s a speed value (not ms) higher is faster lower is slower, negative changes the direction to move away from the hilt, positive moves towards the hilt. But the Stripe width has an effect on how the speed is calculated as well. TBH you probably just need trial and error as there are multiple moving parts involved if you’re going to use that style as a baseline.

Sorry yeah, 1000.