Fett263 ProffieOS6 Style Library

my apologies im new to proffie and to crucible. please let me know if there is anything more that needs to be displayed to help figure this out.

Not sure what you did to the error messages, but they are lacking line numbers and other information which makes it very difficult to figure out where the problem is.

The recommended method for posting error messages is:

  1. press ā€œcopy error messagesā€ in arduino.
  2. In your post, write three backticks (`) on a separate line.
  3. Press Ctrl-V (windows) or CMD-V (mac) to paste.
  4. End with three more backticks on a separate line.

I’ll have a look when I get a chance, on Dad duty for a bit.

1 Like

ill have to create another pastbin. its too long for this forum. over the character limit

ERROR MESSAGES - WAVE BLADE(all errors).txt (52.4 KB)

Hey @Fett263 , just got a chance to play around in your new style library (awesome by the way), I’ve noticed an issue. When I choose ā€œPower Burst Emitterā€ for Ignition ā€œPower Upā€ Effect Options, the style code will no longer copy to my clipboard. If I set the setting back to default, it will copy just fine. I’ve tried it on both the Fallen Order styles and the Rotoscope style on both Firefox and Brave with the same issue. Let me know if you need any more details.

That would be a monophonic font. WavLen is not going to work well unless the effects it’s used in are polyphonic (no hum mixed in). However, retraction sounds with WavLen<EFFECT_RETRACTION> will probably be right. Retraction auto-sync was the original idea that started it.

Rey TROS Spark also seems to have this same problem

Screen expand used for Safari on '22 MacBook to get the style code and contribute buttons to get them to show works but the page is still cramped up. *I know you know and are working on it.

Also tried to build out the Darksaber style and it only produced the following despite selecting multiple options and effects. *Should be a much longer code list there. Again, I know you’re working on this all.

Mix<SwingSpeed<400>,AudioFlicker<RotateColorsX<Variation,Rgb<0,0,128>>,RotateColorsX<Variation,Rgb<0,0,65>>>,Mix<SwingSpeed<600>,RotateColorsX<Variation,Rgb<0,0,128>>,Blue>>,
 

Enjoy the dad time while ya can. Gonna go do the same.

Yup, found the error on both, I’ll get it fixed. Thanks.

1 Like

I found the error, will get it fixed in next update

I cannot replicate this nor can I see how this would even have been generated. Going to need to know what you actually selected and which button you clicked

So this has styles that aren’t constructed correctly. In particular, this:

TrExtendX<Scale<SlowNoise<Int<3000>>,Int<200>,Int<700>>,TrWipe<200>,RandomPerLEDFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<80,50,210>>>,TrW\
ipe<200>>

Is too many arguments to TrExtendX

Where did you get this style?

It’s the library, the script building the style code was missing a closing bracket, I am working on some fixes and this is in them. The way the library combines all of the options the user selects I knew there were going to be some missing commas and brackets so as the users encounter it’s helping me do the last leg of debugging. I’ve already fixed a bunch but I’m expecting there to be more. The amount of style code I built into the scripts there was bound to be some typos or missing characters. That’s where the comment section in the code comes in handy for me, it lets me see exactly what was being built and track down the ā€œbadā€ piece in the script that assembles the full style.

OK, I pushed an updated to fix the compile errors reported above as well as a little more adjustment to the intro screen .
Please refresh the page before using to make sure you have the most current version.
I still have to do some more updates to the css for smaller monitor sizes but the intro message should have a scroll to let you get to the Continue button. If not, for the time being, just zoom out in your browser. I’m not sure why some browsers aren’t showing the scroll bar.
I’m calling it a night but anything else that pops up just report in the thread.
If you get compile errors on code the site generates posting the config and error message is the easiest way for me to track it down.
I’ll work on more updates tomorrow.

3 Likes

fett263 Os6 library phase 1

Noticed a particular visual glitch when clicking the ā€œGet Styleā€ button. There is a pixelated window that pops up for a second and than the usual ā€œStyle has been copied to clipboardā€ message appears.

No real issue but It said to post anything wrong so I figured it should be noted. I am on PC widows 11 if that matters.

@Fett263 don’t worry, looks like it works now.

Darksaber,
Standard Ignition, Spark Tip Ignition option, Fade Up option,
Standard Retraction, Cycle Down option, Fade Out option,
Responsive Clash with Ripple,
Blast Wave Random, Blast Wave (Sound Based) option, Blast Fade (sound based) option,
Responsive Blast Wave (Sound Based), Responsive Blast Ripple,
Force Boost Aura, Force Slow option, Force Boost Bright Swing Full Blade (Scaled Responsive Edge) option.

/* copyright Fett263 DarkSaber (Primary Blade) OS6 Style
https://fett263.s3.us-east-2.amazonaws.com/fett263-proffieOS6-style-library.html#DarkSaber
OS6.5 v1.012
This Style Contains 27 Unique Combinations
Base Style: Darksaber

--Effects Included--
Ignition Effect Options: Default (0): Standard Ignition, 1: SparkTip Ignition, 2: Fade Up
Retraction Effect Options: Default (0): Standard Retraction, 1: Cycle Down, 2: Fade Out
Lockup Effect: Intensity Lockup V1
LightningBlock Effect: Responsive Lightning Block
Drag Effect: Intensity Sparking Drag
Melt Effect: Intensity Melt
Blast Effect (Randomly Selected): Blast Wave (Random), Blast Wave (Sound Based), Blast Fade (Sound Based), Responsive Blast Wave (Sound Based), Responsive Blast Ripple
Clash Effect: Responsive Clash with Ripple
Swing Effect Options: Default (0): Force Boost Aura, 1: Force Slow, 2: Force Boost Bright Swing (Scaled Responsive Edge)
*/
StylePtr<Layers<AudioFlicker<BrownNoiseFlicker<Mix<SwingSpeed<400>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<6425>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,White>>,Stripes<5000,-300,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Mix<Int<25700>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Mix<Int<1285>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Mix<Int<16384>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,300>,Mix<Int<6425>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,White>>,ColorSelect<IntArg<SWING_OPTION_ARG,0>,TrInstant,TransitionEffectL<TrConcat<TrExtend<30000,TrFade<300>>,AudioFlickerL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrExtend<30000,TrFade<300>>,Pulsing<RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>>,3000>,TrFade<300>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrExtend<30000,TrFade<300>>,AlphaL<AlphaL<RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,SmoothStep<Scale<Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>,Int<28000>,Int<14000>>,Int<16000>>>,TrFade<300>>,EFFECT_FORCE>>,MultiTransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaMixL<Bump<EffectPosition<>,Scale<WavLen<>,Int<9000>,Int<12000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSparkX<Remap<CenterDistF<EffectPosition<>>,Stripes<2000,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Int<100>,Int<300>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSparkX<Remap<CenterDistF<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>>>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>>>>,Int<100>,Int<300>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>,EFFECT_CLASH>,LockupTrL<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,Rgb<255,255,255>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,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,Rgb<255,255,255>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,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,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSelect<Scale<IsLessThan<ClashImpactF<>,Int<20000>>,Int<1>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<50>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<500>,Int<300>>,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>>>>,TrSparkX<Remap<CenterDistF<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>>>>,Stripes<1200,-3600,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,Int<30>,Scale<Sum<ClashImpactF<>,SwingSpeed<600>>,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>>>>>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,26000>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,26000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<4000>>>,TrExtend<4000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrSelect<IntArg<IGNITION_OPTION_ARG,0>,TrWipeX<IgnitionTime<300>>,TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,IgnitionTime<300>>,TrFadeX<IgnitionTime<300>>>,TrSelect<IntArg<RETRACTION_OPTION_ARG,0>,TrWipeInX<RetractionTime<0>>,TrColorCycleX<RetractionTime<0>>>,Black>>>(),

I’m seeing an odd behavior using the Rey TROS preon effect that I did not have before. I’m using it with the KSith FinalSteps font, which has a very short preon.wav. The preon effect fires off, but the blade emitter section remains blue the whole time the blade is on. Even more strange, the emitter area stays lit blue even after turning the blade off, even though I have no postoff effect defined. It will stay blue indefinitely, until I switch to another preset. The style I loaded with ProffieOS 6.5 is below:

/* copyright Fett263 Rotoscope (Primary Blade) OS6 Style
https://fett263.s3.us-east-2.amazonaws.com/fett263-proffieOS6-style-library.html#Rotoscope
OS6.5 v1.012
Single Style
Base Style: Hyper Responsive Rotoscope (Sequels)

--Effects Included--
Preon Effect: Rey TROS Spark
Ignition Effect: Standard Ignition
Retraction Effect: Standard Retraction
Lockup Effect: Intensity Lockup V1
LightningBlock Effect: Responsive Lightning Block
Drag Effect: Intensity Sparking Drag
Melt Effect: Intensity Melt
Blast Effect: Blast Wave (Random)
Clash Effect: Real Clash V1
*/
StylePtr<Layers<Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<14000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-4000>,Int<-400>>,RgbArg<BASE_COLOR_ARG,Rgb<255,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,255,0>>>,MultiTransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<191,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>,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<191,255,255>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,LockupTrL<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,Rgb<191,255,255>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>>>,TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,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,Rgb<191,255,255>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>>,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,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Int<0>>,TrSelect<Scale<IsLessThan<ClashImpactF<>,Int<20000>>,Int<1>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Scale<ClashImpactF<>,Int<50>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<500>,Int<300>>,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>>>>,TrSparkX<Remap<CenterDistF<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>>>>,Stripes<1200,-3600,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>>>,Int<30>,Scale<Sum<ClashImpactF<>,SwingSpeed<600>>,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>>>>>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,26000>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,26000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<4000>>>,TrExtend<4000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipeX<IgnitionTime<500>>,TrWipeInX<RetractionTime<0>>,Black>,TransitionEffectL<TrConcat<TrExtendX<Int<100>,TrInstant>,AlphaL<Green,SmoothStep<IntArg<PREON_SIZE_ARG,2000>,Int<-2000>>>,TrWipe<300>,AlphaL<DodgerBlue,SmoothStep<IntArg<PREON_SIZE_ARG,2000>,Int<-2000>>>,TrDelayX<Sum<WavLen<EFFECT_PREON>,Int<-400>>>>,EFFECT_PREON>>>(),

I see issue, using really short preon.wav (less than 400ms) would cause effect to remain - I’ll adjust the timing to handle shorter preon sounds, I’ll post when the next update is pushed up.