I’ll have to split it up, because it’s longer than 100,000 characters:
// ProffieOS7 Config File
#ifdef CONFIG_TOP
#include "proffieboard_v2_config.h"
#define NUM_BLADES 4
#define NUM_BUTTONS 2
const unsigned int maxLedsPerStrip = 155;
#define VOLUME 2550
#define CLASH_THRESHOLD_G 4.5
#define AUDIO_CLASH_SUPPRESSION_LEVEL 5
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_SSD1306
#define OLED_FLIP_180
#define NO_REPEAT_RANDOM
#define KILL_OLD_PLAYERS
#define FILTER_CUTOFF_FREQUENCY 100
#define FILTER_ORDER 8
#define MOTION_TIMEOUT 60 * 15 * 1000
#define IDLE_OFF_TIME 60 * 15 * 1000
#define DISABLE_BASIC_PARSER_STYLES
#define DISABLE_DIAGNOSTIC_COMMANDS
#define BLADE_DETECT_PIN 17
#define SAVE_PRESET
#define COLOR_CHANGE_DIRECT
#define ENABLE_ALL_EDIT_OPTIONS
#define FETT263_EDIT_SETTINGS_MENU
#define FETT263_ENABLE_SPIN_MODE
#define FETT263_DISABLE_CHANGE_STYLE
#define FETT263_DISABLE_COPY_PRESET
#define FETT263_DISABLE_CHANGE_FONT
#define FETT263_LOCKUP_DELAY 200
#define FETT263_BM_CLASH_DETECT 8
#define FETT263_FORCE_PUSH
#define FETT263_TWIST_ON
#define FETT263_TWIST_ON_NO_BM
#define FETT263_TWIST_OFF
//#define KEEP_SAVEFILES_WHEN_PROGRAMMING
#define FETT263_HOLD_BUTTON_OFF
#define FETT263_DISABLE_MULTI_BLAST
#define FETT263_DISABLE_MULTI_BLAST_TOGGLE
#endif
#ifdef CONFIG_PROP
//#include "../props/saber_sabertrio_buttons.h"
#include "../props/saber_fett263_buttons.h"
#endif
#ifdef CONFIG_PRESETS
Preset blade[] = {
{ "1-Magnet;common", "common/tracks/venus.wav",
StylePtr<Layers<
AudioFlicker<StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Variation,Rgb16<0,33908,20693>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,63,200>>,RotateColorsX<Variation,Rgb<0,7,8>>>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,36,30>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,70,56>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,38,30>>,3000>>,AlphaL<StripesX<Sin<Int<8>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,12,14>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<50,130,255>>,Black>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,26,40>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb16<1899,49276,65535>>>,RotateColorsX<Variation,Rgb<0,30,96>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,16,50>>,3000>>,Int<10000>>>,
//Blue audioflicker lava lamp
AlphaL<AudioFlickerL<AlphaL<Mix<Trigger<EFFECT_FORCE,Int<4000>,Int<3800>,Int<200>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<33124,0,65535>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<43654,0,65535>>,RotateColorsX<Variation,Rgb16<9500,0,14386>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Int<4000>,RotateColorsX<Variation,DeepSkyBlue>>>,RotateColorsX<Variation,Rgb16<43654,0,65535>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-10000>,Int<36000>>,Int<-4000>>>>,SwingSpeed<450>>,
//Unstable, audio responsive swing. Force effect triggers a brief "charge up" effect while swinging which works well with the overcharged smooth swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup
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>>>,
//Responsive lightning block
AlphaL<RotateColorsX<Variation,Rgb16<11366,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<4000>>,Int<-4000>>>,
//Sparking emitter flare
ResponsiveStabL<Orange>,
//Responsive stab
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrFade<1040>,RotateColorsX<Variation,Rgb16<2521,681,18076>>,TrInstant,RotateColorsX<Variation,Rgb16<0,65535,52226>>,TrFade<550>>,EFFECT_IGNITION>,
//Charge up ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb16<40546,3350,65535>>>,TrFade<1000>>,EFFECT_RETRACTION>,
//Purple retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrColorCycle<1040,5500,2000>,TrWipeInSparkTip<White,875>>,
//Color cycle ignition, spark tip retraction
//InOutTrL<TrWipeInSparkTip<White,1040>,TrWipeInSparkTip<White,875>>,
//Alternate spark tip in ignition and retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
//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, Orange = low
>>(),
StylePtr<Layers<
AudioFlicker<StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Variation,Rgb16<0,33908,20693>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,63,200>>,RotateColorsX<Variation,Rgb<0,7,8>>>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,36,30>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,70,56>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,38,30>>,3000>>,AlphaL<StripesX<Sin<Int<8>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,12,14>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<50,130,255>>,Black>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,26,40>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb16<1899,49276,65535>>>,RotateColorsX<Variation,Rgb<0,30,96>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,16,50>>,3000>>,Int<10000>>>,
//Blue audioflicker lava lamp
AlphaL<AudioFlickerL<AlphaL<Mix<Trigger<EFFECT_FORCE,Int<4000>,Int<3800>,Int<200>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<33124,0,65535>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<43654,0,65535>>,RotateColorsX<Variation,Rgb16<9500,0,14386>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Int<4000>,RotateColorsX<Variation,DeepSkyBlue>>>,RotateColorsX<Variation,Rgb16<43654,0,65535>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-10000>,Int<36000>>,Int<-4000>>>>,SwingSpeed<450>>,
//Unstable, audio responsive swing. Force effect triggers a brief "charge up" effect while swinging which works well with the overcharged smooth swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup
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>>>,
//Responsive lightning block
AlphaL<RotateColorsX<Variation,Rgb16<11366,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<4000>>,Int<-4000>>>,
//Sparking emitter flare
ResponsiveStabL<Orange>,
//Responsive stab
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrFade<1040>,RotateColorsX<Variation,Rgb16<2521,681,18076>>,TrInstant,RotateColorsX<Variation,Rgb16<0,65535,52226>>,TrFade<550>>,EFFECT_IGNITION>,
//Charge up ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb16<40546,3350,65535>>>,TrFade<1000>>,EFFECT_RETRACTION>,
//Purple retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrColorCycle<1040,5500,2000>,TrWipeInSparkTip<White,875>>,
//Color cycle ignition, spark tip retraction
//InOutTrL<TrWipeInSparkTip<White,1040>,TrWipeInSparkTip<White,875>>,
//Alternate spark tip in ignition and retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
//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, Orange = low
>>(),
StylePtr<Layers<
AudioFlicker<StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Variation,Rgb16<0,33908,20693>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,63,200>>,RotateColorsX<Variation,Rgb<0,7,8>>>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,36,30>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,70,56>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,38,30>>,3000>>,AlphaL<StripesX<Sin<Int<8>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,12,14>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<50,130,255>>,Black>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,26,40>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb16<1899,49276,65535>>>,RotateColorsX<Variation,Rgb<0,30,96>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,16,50>>,3000>>,Int<10000>>>,
//Blue audioflicker lava lamp
AlphaL<AudioFlickerL<AlphaL<Mix<Trigger<EFFECT_FORCE,Int<4000>,Int<3800>,Int<200>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<33124,0,65535>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<43654,0,65535>>,RotateColorsX<Variation,Rgb16<9500,0,14386>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Int<4000>,RotateColorsX<Variation,DeepSkyBlue>>>,RotateColorsX<Variation,Rgb16<43654,0,65535>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-10000>,Int<36000>>,Int<-4000>>>>,SwingSpeed<450>>,
//Unstable, audio responsive swing. Force effect triggers a brief "charge up" effect while swinging which works well with the overcharged smooth swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup
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>>>,
//Responsive lightning block
AlphaL<RotateColorsX<Variation,Rgb16<11366,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<4000>>,Int<-4000>>>,
//Sparking emitter flare
ResponsiveStabL<Orange>,
//Responsive stab
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrFade<1040>,RotateColorsX<Variation,Rgb16<2521,681,18076>>,TrInstant,RotateColorsX<Variation,Rgb16<0,65535,52226>>,TrFade<550>>,EFFECT_IGNITION>,
//Charge up ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb16<40546,3350,65535>>>,TrFade<1000>>,EFFECT_RETRACTION>,
//Purple retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrColorCycle<1040,5500,2000>,TrWipeInSparkTip<White,875>>,
//Color cycle ignition, spark tip retraction
//InOutTrL<TrWipeInSparkTip<White,1040>,TrWipeInSparkTip<White,875>>,
//Alternate spark tip in ignition and retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
//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, Orange = low
>>(),
StylePtr<Layers<
AudioFlicker<StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Variation,Rgb16<0,33908,20693>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,63,200>>,RotateColorsX<Variation,Rgb<0,7,8>>>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,36,30>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,70,56>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,38,30>>,3000>>,AlphaL<StripesX<Sin<Int<8>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,12,14>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<50,130,255>>,Black>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,26,40>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb16<1899,49276,65535>>>,RotateColorsX<Variation,Rgb<0,30,96>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,16,50>>,3000>>,Int<10000>>>,
//Blue audioflicker lava lamp
AlphaL<AudioFlickerL<AlphaL<Mix<Trigger<EFFECT_FORCE,Int<4000>,Int<3800>,Int<200>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<33124,0,65535>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<43654,0,65535>>,RotateColorsX<Variation,Rgb16<9500,0,14386>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Int<4000>,RotateColorsX<Variation,DeepSkyBlue>>>,RotateColorsX<Variation,Rgb16<43654,0,65535>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-10000>,Int<36000>>,Int<-4000>>>>,SwingSpeed<450>>,
//Unstable, audio responsive swing. Force effect triggers a brief "charge up" effect while swinging which works well with the overcharged smooth swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup
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>>>,
//Responsive lightning block
AlphaL<RotateColorsX<Variation,Rgb16<11366,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<4000>>,Int<-4000>>>,
//Sparking emitter flare
ResponsiveStabL<Orange>,
//Responsive stab
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrFade<1040>,RotateColorsX<Variation,Rgb16<2521,681,18076>>,TrInstant,RotateColorsX<Variation,Rgb16<0,65535,52226>>,TrFade<550>>,EFFECT_IGNITION>,
//Charge up ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb16<40546,3350,65535>>>,TrFade<1000>>,EFFECT_RETRACTION>,
//Purple retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrColorCycle<1040,5500,2000>,TrWipeInSparkTip<White,875>>,
//Color cycle ignition, spark tip retraction
//InOutTrL<TrWipeInSparkTip<White,1040>,TrWipeInSparkTip<White,875>>,
//Alternate spark tip in ignition and retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
//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, Orange = low
>>(),
"magnet"
},
{ "2-Master;common", "common/tracks/mars.wav",
StylePtr<Layers<
Stripes<15000,-300,RotateColorsX<Variation,DarkOrange>,Pulsing<RotateColorsX<Variation,Rgb<255,111,30>>,RotateColorsX<Variation,DarkOrange>,800>,RotateColorsX<Variation,DarkOrange>>,
TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,DarkOrange>>,TrDelay<30000>,RotateColorsX<Variation,Orange>,TrFade<800>>,EFFECT_FORCE>,
AlphaL<RotateColorsX<Variation,DarkOrange>,Scale<IsLessThan<SwingSpeed<300>,Int<13600>>,Scale<SwingSpeed<300>,Int<-19300>,Int<32768>>,Int<0>>>,
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Orange,Moccasin,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,Red,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Orange>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
AlphaL<RotateColorsX<Variation,Snow>,Bump<Int<0>,Int<8000>>>,
ResponsiveStabL<Red>,
ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<230,180,80>>>,TrFade<1200>>,EFFECT_IGNITION>,
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
LockupTrL<AlphaL<Mix<TwistAngle<>,Red,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
InOutTrL<TrWipeSparkTip<White,300,40>,TrWipeIn<1400>>,
TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>>>(),
StylePtr<Layers<
Stripes<15000,-300,RotateColorsX<Variation,DarkOrange>,Pulsing<RotateColorsX<Variation,Rgb<255,111,30>>,RotateColorsX<Variation,DarkOrange>,800>,RotateColorsX<Variation,DarkOrange>>,
TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,DarkOrange>>,TrDelay<30000>,RotateColorsX<Variation,Orange>,TrFade<800>>,EFFECT_FORCE>,
AlphaL<RotateColorsX<Variation,DarkOrange>,Scale<IsLessThan<SwingSpeed<300>,Int<13600>>,Scale<SwingSpeed<300>,Int<-19300>,Int<32768>>,Int<0>>>,
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Orange,Moccasin,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,Red,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Orange>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
AlphaL<RotateColorsX<Variation,Snow>,Bump<Int<0>,Int<8000>>>,
ResponsiveStabL<Red>,
ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<230,180,80>>>,TrFade<1200>>,EFFECT_IGNITION>,
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
LockupTrL<AlphaL<Mix<TwistAngle<>,Red,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
InOutTrL<TrWipeSparkTip<White,300,40>,TrWipeIn<1400>>,
TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>>>(),
StylePtr<Layers<
Stripes<15000,-300,RotateColorsX<Variation,DarkOrange>,Pulsing<RotateColorsX<Variation,Rgb<255,111,30>>,RotateColorsX<Variation,DarkOrange>,800>,RotateColorsX<Variation,DarkOrange>>,
TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,DarkOrange>>,TrDelay<30000>,RotateColorsX<Variation,Orange>,TrFade<800>>,EFFECT_FORCE>,
AlphaL<RotateColorsX<Variation,DarkOrange>,Scale<IsLessThan<SwingSpeed<300>,Int<13600>>,Scale<SwingSpeed<300>,Int<-19300>,Int<32768>>,Int<0>>>,
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Orange,Moccasin,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,Red,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Orange>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
AlphaL<RotateColorsX<Variation,Snow>,Bump<Int<0>,Int<8000>>>,
ResponsiveStabL<Red>,
ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<230,180,80>>>,TrFade<1200>>,EFFECT_IGNITION>,
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
LockupTrL<AlphaL<Mix<TwistAngle<>,Red,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
InOutTrL<TrWipeSparkTip<White,300,40>,TrWipeIn<1400>>,
TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>>>(),
StylePtr<Layers<
Stripes<15000,-300,RotateColorsX<Variation,DarkOrange>,Pulsing<RotateColorsX<Variation,Rgb<255,111,30>>,RotateColorsX<Variation,DarkOrange>,800>,RotateColorsX<Variation,DarkOrange>>,
TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,DarkOrange>>,TrDelay<30000>,RotateColorsX<Variation,Orange>,TrFade<800>>,EFFECT_FORCE>,
AlphaL<RotateColorsX<Variation,DarkOrange>,Scale<IsLessThan<SwingSpeed<300>,Int<13600>>,Scale<SwingSpeed<300>,Int<-19300>,Int<32768>>,Int<0>>>,
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Orange,Moccasin,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,Red,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Orange>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
AlphaL<RotateColorsX<Variation,Snow>,Bump<Int<0>,Int<8000>>>,
ResponsiveStabL<Red>,
ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<230,180,80>>>,TrFade<1200>>,EFFECT_IGNITION>,
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
LockupTrL<AlphaL<Mix<TwistAngle<>,Red,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
InOutTrL<TrWipeSparkTip<White,300,40>,TrWipeIn<1400>>,
TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>>>(), "master"
},
{ "3-Paradise;common", "common/tracks/venus.wav",
StylePtr<Layers<
StripesX<Sin<Int<12>,Int<13000>,Int<19000>>,Scale<SwingSpeed<100>,Int<75>,Int<125>>,StripesX<Sin<Int<10>,Int<3000>,Int<7000>>,Scale<SwingSpeed<100>,Int<75>,Int<100>>,Pulsing<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<50,115,65>>,1200>,Mix<SwingSpeed<200>,RotateColorsX<Variation,Rgb<0,120,0>>,Black>>,RotateColorsX<Variation,Rgb<0,60,0>>,Pulsing<RotateColorsX<Variation,Rgb<0,50,0>>,StripesX<Sin<Int<10>,Int<2000>,Int<3000>>,Sin<Int<10>,Int<75>,Int<100>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,96,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,128,0>>,RotateColorsX<Variation,Rgb<0,5,0>>,3000>>,
AlphaL<StyleFire<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,2,0>>,0,1,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<0,0,25>>,Int<10000>>,
//Green smoke blade
AlphaL<AudioFlickerL<RotateColorsX<Variation,Green>>,SwingSpeed<400>>,
//Green audioflicker swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrJoinR<TrWipe<100>,TrWipeIn<100>>,White,TrFade<2050>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup with endlock fadeout
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>>>,
//Responsive lightning block
ResponsiveStabL<Orange>,
//Responsive stab
ResponsiveBlastL<SparkleL<White,750,750>,Int<1100>,Int<500>,Int<10000>>,
//Sparky blast
ResponsiveBlastWaveL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
//Responsive Blast Wave
//EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Alternate Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<SparkleL<White,500,750>,TrInstant,TrFade<1100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Sparky responsive clash
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2500>>,EFFECT_IGNITION>,
//Unstable ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<150,255,150>>>,TrFade<1239>>,EFFECT_RETRACTION>,
//Stable cooldown retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<1100>,TrWipeIn<1100>>>,
//"Cable release" retraction, disconnects in the middle
//InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<675>,TrWipeIn<1100>>>,
//Alternate "cable release" retraction, top half wipes out much more quickly like the cable snaps away
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<1239>>,EFFECT_RETRACTION>,
//Bright emitter retraction click
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<1000>,Int<1000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Green>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Chartreuse>,Rgb16<0,21301,635>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Green>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Green>>>,RotateColorsX<Variation,Chartreuse>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-150>,Int<13500>>,Int<-4000>>>,TrDelay<3300>>,EFFECT_PREON>,
TransitionEffectL<TrConcat<TrDelay<3471>,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Chartreuse>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<3750>>,Int<1500>,Int<4200>>,Int<-4000>>>,TrDelay<1250>,AlphaL<PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Chartreuse>,Int<50>>,Bump<Int<0>,Int<7750>>>,TrBoing<400,4>,AlphaL<Pulsing<RotateColorsX<Variation,Chartreuse>,RotateColorsX<Variation,Green>,500>,Bump<Int<0>,Int<9750>>>,TrBoing<400,4>>,EFFECT_PREON>
//Wind-up preon
>>(),
StylePtr<Layers<
StripesX<Sin<Int<12>,Int<13000>,Int<19000>>,Scale<SwingSpeed<100>,Int<75>,Int<125>>,StripesX<Sin<Int<10>,Int<3000>,Int<7000>>,Scale<SwingSpeed<100>,Int<75>,Int<100>>,Pulsing<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<50,115,65>>,1200>,Mix<SwingSpeed<200>,RotateColorsX<Variation,Rgb<0,120,0>>,Black>>,RotateColorsX<Variation,Rgb<0,60,0>>,Pulsing<RotateColorsX<Variation,Rgb<0,50,0>>,StripesX<Sin<Int<10>,Int<2000>,Int<3000>>,Sin<Int<10>,Int<75>,Int<100>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,96,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,128,0>>,RotateColorsX<Variation,Rgb<0,5,0>>,3000>>,
AlphaL<StyleFire<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,2,0>>,0,1,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<0,0,25>>,Int<10000>>,
//Green smoke blade
AlphaL<AudioFlickerL<RotateColorsX<Variation,Green>>,SwingSpeed<400>>,
//Green audioflicker swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrJoinR<TrWipe<100>,TrWipeIn<100>>,White,TrFade<2050>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup with endlock fadeout
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>>>,
//Responsive lightning block
ResponsiveStabL<Orange>,
//Responsive stab
ResponsiveBlastL<SparkleL<White,750,750>,Int<1100>,Int<500>,Int<10000>>,
//Sparky blast
ResponsiveBlastWaveL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
//Responsive Blast Wave
//EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Alternate Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<SparkleL<White,500,750>,TrInstant,TrFade<1100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Sparky responsive clash
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2500>>,EFFECT_IGNITION>,
//Unstable ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<150,255,150>>>,TrFade<1239>>,EFFECT_RETRACTION>,
//Stable cooldown retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<1100>,TrWipeIn<1100>>>,
//"Cable release" retraction, disconnects in the middle
//InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<675>,TrWipeIn<1100>>>,
//Alternate "cable release" retraction, top half wipes out much more quickly like the cable snaps away
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<1239>>,EFFECT_RETRACTION>,
//Bright emitter retraction click
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<1000>,Int<1000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Green>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Chartreuse>,Rgb16<0,21301,635>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Green>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Green>>>,RotateColorsX<Variation,Chartreuse>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-150>,Int<13500>>,Int<-4000>>>,TrDelay<3300>>,EFFECT_PREON>,
TransitionEffectL<TrConcat<TrDelay<3471>,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Chartreuse>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<3750>>,Int<1500>,Int<4200>>,Int<-4000>>>,TrDelay<1250>,AlphaL<PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Chartreuse>,Int<50>>,Bump<Int<0>,Int<7750>>>,TrBoing<400,4>,AlphaL<Pulsing<RotateColorsX<Variation,Chartreuse>,RotateColorsX<Variation,Green>,500>,Bump<Int<0>,Int<9750>>>,TrBoing<400,4>>,EFFECT_PREON>
//Wind-up preon
>>(),
StylePtr<Layers<
StripesX<Sin<Int<12>,Int<13000>,Int<19000>>,Scale<SwingSpeed<100>,Int<75>,Int<125>>,StripesX<Sin<Int<10>,Int<3000>,Int<7000>>,Scale<SwingSpeed<100>,Int<75>,Int<100>>,Pulsing<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<50,115,65>>,1200>,Mix<SwingSpeed<200>,RotateColorsX<Variation,Rgb<0,120,0>>,Black>>,RotateColorsX<Variation,Rgb<0,60,0>>,Pulsing<RotateColorsX<Variation,Rgb<0,50,0>>,StripesX<Sin<Int<10>,Int<2000>,Int<3000>>,Sin<Int<10>,Int<75>,Int<100>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,96,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,128,0>>,RotateColorsX<Variation,Rgb<0,5,0>>,3000>>,
AlphaL<StyleFire<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,2,0>>,0,1,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<0,0,25>>,Int<10000>>,
//Green smoke blade
AlphaL<AudioFlickerL<RotateColorsX<Variation,Green>>,SwingSpeed<400>>,
//Green audioflicker swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrJoinR<TrWipe<100>,TrWipeIn<100>>,White,TrFade<2050>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup with endlock fadeout
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>>>,
//Responsive lightning block
ResponsiveStabL<Orange>,
//Responsive stab
ResponsiveBlastL<SparkleL<White,750,750>,Int<1100>,Int<500>,Int<10000>>,
//Sparky blast
ResponsiveBlastWaveL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
//Responsive Blast Wave
//EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Alternate Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<SparkleL<White,500,750>,TrInstant,TrFade<1100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Sparky responsive clash
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2500>>,EFFECT_IGNITION>,
//Unstable ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<150,255,150>>>,TrFade<1239>>,EFFECT_RETRACTION>,
//Stable cooldown retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<1100>,TrWipeIn<1100>>>,
//"Cable release" retraction, disconnects in the middle
//InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<675>,TrWipeIn<1100>>>,
//Alternate "cable release" retraction, top half wipes out much more quickly like the cable snaps away
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<1239>>,EFFECT_RETRACTION>,
//Bright emitter retraction click
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<1000>,Int<1000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Green>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Chartreuse>,Rgb16<0,21301,635>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Green>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Green>>>,RotateColorsX<Variation,Chartreuse>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-150>,Int<13500>>,Int<-4000>>>,TrDelay<3300>>,EFFECT_PREON>,
TransitionEffectL<TrConcat<TrDelay<3471>,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Chartreuse>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<3750>>,Int<1500>,Int<4200>>,Int<-4000>>>,TrDelay<1250>,AlphaL<PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Chartreuse>,Int<50>>,Bump<Int<0>,Int<7750>>>,TrBoing<400,4>,AlphaL<Pulsing<RotateColorsX<Variation,Chartreuse>,RotateColorsX<Variation,Green>,500>,Bump<Int<0>,Int<9750>>>,TrBoing<400,4>>,EFFECT_PREON>
//Wind-up preon
>>(),
StylePtr<Layers<
StripesX<Sin<Int<12>,Int<13000>,Int<19000>>,Scale<SwingSpeed<100>,Int<75>,Int<125>>,StripesX<Sin<Int<10>,Int<3000>,Int<7000>>,Scale<SwingSpeed<100>,Int<75>,Int<100>>,Pulsing<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<50,115,65>>,1200>,Mix<SwingSpeed<200>,RotateColorsX<Variation,Rgb<0,120,0>>,Black>>,RotateColorsX<Variation,Rgb<0,60,0>>,Pulsing<RotateColorsX<Variation,Rgb<0,50,0>>,StripesX<Sin<Int<10>,Int<2000>,Int<3000>>,Sin<Int<10>,Int<75>,Int<100>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,96,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,128,0>>,RotateColorsX<Variation,Rgb<0,5,0>>,3000>>,
AlphaL<StyleFire<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,2,0>>,0,1,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<0,0,25>>,Int<10000>>,
//Green smoke blade
AlphaL<AudioFlickerL<RotateColorsX<Variation,Green>>,SwingSpeed<400>>,
//Green audioflicker swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrJoinR<TrWipe<100>,TrWipeIn<100>>,White,TrFade<2050>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup with endlock fadeout
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>>>,
//Responsive lightning block
ResponsiveStabL<Orange>,
//Responsive stab
ResponsiveBlastL<SparkleL<White,750,750>,Int<1100>,Int<500>,Int<10000>>,
//Sparky blast
ResponsiveBlastWaveL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
//Responsive Blast Wave
//EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Alternate Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<SparkleL<White,500,750>,TrInstant,TrFade<1100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Sparky responsive clash
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2500>>,EFFECT_IGNITION>,
//Unstable ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<150,255,150>>>,TrFade<1239>>,EFFECT_RETRACTION>,
//Stable cooldown retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<1100>,TrWipeIn<1100>>>,
//"Cable release" retraction, disconnects in the middle
//InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<675>,TrWipeIn<1100>>>,
//Alternate "cable release" retraction, top half wipes out much more quickly like the cable snaps away
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<1239>>,EFFECT_RETRACTION>,
//Bright emitter retraction click
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<1000>,Int<1000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Green>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Chartreuse>,Rgb16<0,21301,635>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Green>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Green>>>,RotateColorsX<Variation,Chartreuse>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-150>,Int<13500>>,Int<-4000>>>,TrDelay<3300>>,EFFECT_PREON>,
TransitionEffectL<TrConcat<TrDelay<3471>,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Chartreuse>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<3750>>,Int<1500>,Int<4200>>,Int<-4000>>>,TrDelay<1250>,AlphaL<PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Chartreuse>,Int<50>>,Bump<Int<0>,Int<7750>>>,TrBoing<400,4>,AlphaL<Pulsing<RotateColorsX<Variation,Chartreuse>,RotateColorsX<Variation,Green>,500>,Bump<Int<0>,Int<9750>>>,TrBoing<400,4>>,EFFECT_PREON>
//Wind-up preon
>>(), "paradise"
},
{ "4-SteelandFire;common", "common/tracks/venus.wav",
StylePtr<Layers<
//Base Fett263 Magenta Audioflicker
AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,
//Deep Pink HumpFlicker Swing Effect
AlphaL<HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,SwingSpeed<375>>,
//Fett263 Responsive Intensity Lockup with Fizzle Endlock
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<600>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<500>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,Black,300>>,TrFade<850>>,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>>>,
//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>>,
//Unstable HumpFlicker Ignition Effect
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Magenta>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,95>>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1250>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Magenta>,50>,TrFade<1250>,AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,TrFade<700>,AudioFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,RotateColorsX<Variation,Rgb<58,0,105>>>,TrFade<300>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,TrFade<750>>,EFFECT_IGNITION>,
//Fett263 Bright HumpFlicker retraction Effect
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<195,60,225>>,40>,TrFadeX<WavLen<EFFECT_RETRACTION>>>,EFFECT_RETRACTION>,
//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<>,Orange,DarkOrange>,Mix<TwistAngle<>,Orange,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Orange,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
//Power save, if using fett263's 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>>>,
//White spark tip ignition and retraction
InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,15>,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,4>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
//Clicky retraction "post off" effect
TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,40>,Bump<Int<0>,Int<9000>>>,TrDelayX<Percentage<WavLen<EFFECT_POSTOFF>,50>>>,EFFECT_RETRACTION>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,
AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
>>(),
StylePtr<Layers<
//Base Fett263 Magenta Audioflicker
AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,
//Deep Pink HumpFlicker Swing Effect
AlphaL<HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,SwingSpeed<375>>,
//Fett263 Responsive Intensity Lockup with Fizzle Endlock
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<600>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<500>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,Black,300>>,TrFade<850>>,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>>>,
//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>>,
//Unstable HumpFlicker Ignition Effect
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Magenta>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,95>>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1250>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Magenta>,50>,TrFade<1250>,AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,TrFade<700>,AudioFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,RotateColorsX<Variation,Rgb<58,0,105>>>,TrFade<300>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,TrFade<750>>,EFFECT_IGNITION>,
//Fett263 Bright HumpFlicker retraction Effect
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<195,60,225>>,40>,TrFadeX<WavLen<EFFECT_RETRACTION>>>,EFFECT_RETRACTION>,
//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<>,Orange,DarkOrange>,Mix<TwistAngle<>,Orange,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Orange,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
//Power save, if using fett263's 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>>>,
//White spark tip ignition and retraction
InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,15>,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,4>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
//Clicky retraction "post off" effect
TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,40>,Bump<Int<0>,Int<9000>>>,TrDelayX<Percentage<WavLen<EFFECT_POSTOFF>,50>>>,EFFECT_RETRACTION>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,
AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
>>(),
StylePtr<Layers<
//Base Fett263 Magenta Audioflicker
AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,
//Deep Pink HumpFlicker Swing Effect
AlphaL<HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,SwingSpeed<375>>,
//Fett263 Responsive Intensity Lockup with Fizzle Endlock
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<600>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<500>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,Black,300>>,TrFade<850>>,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>>>,
//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>>,
//Unstable HumpFlicker Ignition Effect
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Magenta>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,95>>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1250>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Magenta>,50>,TrFade<1250>,AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,TrFade<700>,AudioFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,RotateColorsX<Variation,Rgb<58,0,105>>>,TrFade<300>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,TrFade<750>>,EFFECT_IGNITION>,
//Fett263 Bright HumpFlicker retraction Effect
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<195,60,225>>,40>,TrFadeX<WavLen<EFFECT_RETRACTION>>>,EFFECT_RETRACTION>,
//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<>,Orange,DarkOrange>,Mix<TwistAngle<>,Orange,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Orange,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
//Power save, if using fett263's 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>>>,
//White spark tip ignition and retraction
InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,15>,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,4>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
//Clicky retraction "post off" effect
TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,40>,Bump<Int<0>,Int<9000>>>,TrDelayX<Percentage<WavLen<EFFECT_POSTOFF>,50>>>,EFFECT_RETRACTION>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,
AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
>>(),
StylePtr<Layers<
//Base Fett263 Magenta Audioflicker
AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,
//Deep Pink HumpFlicker Swing Effect
AlphaL<HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,SwingSpeed<375>>,
//Fett263 Responsive Intensity Lockup with Fizzle Endlock
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<600>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<500>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,Black,300>>,TrFade<850>>,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>>>,
//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>>,
//Unstable HumpFlicker Ignition Effect
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Magenta>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,95>>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1250>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Magenta>,50>,TrFade<1250>,AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,TrFade<700>,AudioFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,RotateColorsX<Variation,Rgb<58,0,105>>>,TrFade<300>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,TrFade<750>>,EFFECT_IGNITION>,
//Fett263 Bright HumpFlicker retraction Effect
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<195,60,225>>,40>,TrFadeX<WavLen<EFFECT_RETRACTION>>>,EFFECT_RETRACTION>,
//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<>,Orange,DarkOrange>,Mix<TwistAngle<>,Orange,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Orange,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
//Power save, if using fett263's 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>>>,
//White spark tip ignition and retraction
InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,15>,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,4>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
//Clicky retraction "post off" effect
TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,40>,Bump<Int<0>,Int<9000>>>,TrDelayX<Percentage<WavLen<EFFECT_POSTOFF>,50>>>,EFFECT_RETRACTION>,
//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, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,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, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,
AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
>>(),
"steel and fire"
},