Layered is easier to read IMO
{ "Engine;common", "common/tracks/venus.wav",
StylePtr<Layers<
Stripes<3000,-2400,RgbArg<BASE_COLOR_ARG,Green>,Mix<Int<4000>,Black,RgbArg<BASE_COLOR_ARG,Green>>,RgbArg<BASE_COLOR_ARG,Green>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Green>>>,
TransitionLoopL<TrConcat<TrDelayX<Scale<SlowNoise<Int<1000>>,Int<300>,Int<3000>>>,AlphaL<RgbArg<EMITTER_COLOR_ARG,Rgb<100,100,150>>,Int<0>>,TrSparkX<RgbArg<EMITTER_COLOR_ARG,Rgb<100,100,150>>,Scale<NoisySoundLevel,Int<200>,Int<600>>,Int<250>,Int<0>>>>,
TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<>>,TrInstant>,Stripes<5000,2500,RgbArg<IGNITION_COLOR_ARG,Rgb<100,100,150>>,Mix<Int<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<100,100,150>>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<100,100,150>>>>,TrFade<800>>,EFFECT_IGNITION>,
TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,White>,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,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<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,White>,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,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>>>>,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>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<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>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,White>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
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>>>,
LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,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,MoltenCore>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,MoltenCore>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,MoltenCore>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,MoltenCore>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,MoltenCore>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,MoltenCore>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,MoltenCore>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,
InOutTrL<TrWipeX<IgnitionTime<>>,TrWipeInX<RetractionTime<>>>,
TransitionEffectL<TrConcat<TrBoingX<Mult<Int<10922>,WavLen<EFFECT_PREON>>,5>,AlphaL<BrownNoiseFlickerL<RgbArg<BASE_COLOR_ARG,Green>,Int<100>>,SmoothStep<IntArg<PREON_SIZE_ARG,2000>,Int<-4000>>>,TrBoingX<Mult<Int<10922>,WavLen<EFFECT_PREON>>,3>,Black,TrBoingX<Mult<Int<7260>,WavLen<EFFECT_PREON>>,3>,AlphaL<BrownNoiseFlickerL<RgbArg<BASE_COLOR_ARG,Green>,Int<200>>,SmoothStep<Sum<Int<4000>,IntArg<PREON_SIZE_ARG,2000>>,Int<-4000>>>,TrBoingX<Mult<Int<3664>,WavLen<EFFECT_PREON>>,3>>,EFFECT_PREON>>>(),
"Engine"}
Also, that was missing a comma between the end of the style and the “Engine” name argument at the end of the preset.