fetts seismic charge

/* copyright Fett263 SeismicCharge (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#SeismicCharge
OS7.14 v2.241p
Single Style
Base Style: Fett Seismic Charge

Base Color: BaseColorArg (0)

–Effects Included–
Preon Effect: Seismic Charge [Color: PreonColorArg]
Ignition Effect: Center Out [Color: IgnitionColorArg]
PowerUp Effect: Power Burst Center Out [Color: IgnitionColorArg]
Retraction Effect: Center In [Color: RetractionColorArg]
CoolDown Effect: Power Burst Center In [Color: BaseColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity Ripple - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Stab Effect: AudioFlicker Stab [Color: ClashColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Random Clash with Ripple [Color: ClashColorArg]
*/
StylePtr<Layers<Layers<Remap<CenterDistF<>,Stripes<10000,-600,Mix<Int<13707>,Black,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>>,Pulsing<RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>,Mix<Int<24000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>>,1000>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<>>,TrInstant>,White,TrFade<600>>,EFFECT_IGNITION>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<300>>,TrInstant>,Remap<CenterDistF<>,Stripes<5000,-2500,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>>,TrFade<800>>,EFFECT_IGNITION>,

TransitionEffectL<TrConcat<
TrDelay<1500>,GreenYellow,TrDelay<25>,AlphaL<BrownNoiseFlicker<Red,White,100>,Bump<Scale<SlowNoise<Int<30000>>,Int<3000>,Int<6000>>,ChangeSlowly<SlowNoise<Int<30000>>,Int<20000>>>>,TrDelay<100>,AlphaL<Red,Int<0>>,
TrDelay<400>,GreenYellow,TrDelay<25>,AlphaL<BrownNoiseFlicker<Orange,White,100>,Bump<Scale<SlowNoise<Int<30000>>,Int<6000>,Int<10000>>,ChangeSlowly<SlowNoise<Int<30000>>,Int<20000>>>>,TrDelay<100>,AlphaL<Red,Int<0>>,
TrDelay<200>,GreenYellow,TrDelay<25>,AlphaL<BrownNoiseFlicker<Black,White,100>,Bump<ChangeSlowly<SlowNoise<Int<30000>>,Int<60000>>,ChangeSlowly<SlowNoise<Int<30000>>,Int<20000>>>>,TrDelay<300>,AlphaL<Red,Int<0>>,
TrDelay<200>,GreenYellow,TrDelay<25>,AlphaL<BrownNoiseFlicker<Yellow,Red,100>,Bump<Scale<SlowNoise<Int<30000>>,Int<10000>,Int<28000>>,ChangeSlowly<SlowNoise<Int<30000>>,Int<20000>>>>,TrDelay<200>,AlphaL<Red,Int<0>>,
TrDelay<500>,GreenYellow,TrDelay<25>,AlphaL<BrownNoiseFlicker<Orange,White,100>,Bump<ChangeSlowly<SlowNoise<Int<30000>>,Int<60000>>,ChangeSlowly<SlowNoise<Int<30000>>,Int<20000>>>>,TrDelay<200>,AlphaL<Red,Int<0>>,
TrDelay<100>,GreenYellow,TrDelay<25>,AlphaL<BrownNoiseFlicker<Red,White,100>,Bump<Scale<SlowNoise<Int<30000>>,Int<5000>,Int<13000>>,ChangeSlowly<SlowNoise<Int<30000>>,Int<20000>>>>,TrDelay<100>,AlphaL<Red,Int<0>>,
TrDelay<500>,GreenYellow,TrDelay<25>>,EFFECT_IGNITION>,

TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,Remap<CenterDistF<>,Stripes<5000,2500,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>>,Mix<Int<3855>,Black,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>>>>,TrFade<800>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<CLASH_COLOR_ARG,Rgb<180,130,0>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,

MultiTransitionEffectL<TrConcat<TrDelay<700>,AlphaL<Black,Int<0>>,TrFade<800>,LocalizedClashL<HumpFlicker<DarkOrange,Red,50>,2000,50,EFFECT_BLAST>,TrFade<600>>,EFFECT_BLAST>,
LocalizedClashL<Blinking<White,Black,130,800>,1560,50,EFFECT_BLAST>,
LocalizedClashL<Blinking<Red,Black,130,500>,1560,15,EFFECT_BLAST>,

TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<180,130,0>>,Bump<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>,AlphaL<Remap<CenterDistF<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>,Stripes<1400,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<180,130,0>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<180,130,0>>>>>,Bump<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>,Int<38000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AlphaL<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,-3200,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>,Mix<Int<18000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>>,Mix<Int<8000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>>>>,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<22000>>>>,AlphaL<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<1600,-2600,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>,Mix<Int<18000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>>,Mix<Int<8000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>>>>,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>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<180,130,0>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<80,50,210>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<80,50,210>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<80,50,210>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<80,50,210>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,0,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrCenterWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,TrCenterWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>,Int<16384>>,Black>,TransitionEffectL<TrConcat<TrInstant,AlphaL<PulsingL<RgbArg<PREON_COLOR_ARG,Rgb<255,255,255>>,Int<400>>,Bump<Scale<Trigger<EFFECT_PREON,Int<800>,Int<2000>,Int<500>>,Int<0>,Int<16384>>,Int<8000>>>,TrDelayX<Mult<WavLen<EFFECT_PREON>,Int<18432>>>,Mix<Bump<Int<16384>,Int<8000>>,Black,RgbArg<PREON_COLOR_ARG,Rgb<255,255,255>>>,TrCenterWipeX<Mult<WavLen<EFFECT_PREON>,Int<4096>>,Int<16384>>,Mix<Bump<Int<16384>,Int<8000>>,Black,PulsingL<RgbArg<PREON_COLOR_ARG,Rgb<255,255,255>>,Int<300>>>,TrDelayX<Mult<WavLen<EFFECT_PREON>,Int<10240>>>>,EFFECT_PREON>>>(),

manually added in blaster effects and timed accents on ignition from here Dropbox - Slave1_2.1_Proffie - Simplify your life is there a better way to do that in os7 libary to keep code small

Not sure what you’re asking here. The layers you added aren’t the most efficient, you’d have to rewrite them if you wanted them to use less memory. The library can’t take external code, it generates code based on the options selected using a script.

Is there a way to ad such delayed effects or multiple blaster deflects on a single button push through the libary? Or do i have to manually write them?

I don’t have anything like that currently in the library, what’s the goal with the “delayed effects”?

To match the impacts from the soundfont like in the original Version and a normal blaster deflects is way to short for the blaster Sounds in that font
Im pretty new to proffie about a week so im trying to figure some things

Not familiar with it, if the font has the sound of a blaster firing and the bolt deflecting as a single wav file, you could split the sounds and use Interactive Blast. You’d have one sound (blast.wav) for the blaster firing and one sound (blst.wav) for the actual deflection. Then you don’t need a delay, as the deflection is interactive. The library has this available in Phase 2.

Otherwise, something specific to a font like that you’d have to write yourself.

Thank you for your Help you are a legend
So i think its time for me to learn the Code an write it for myself

1 Like

I went from this:
MultiTransitionEffectL<TrConcat<TrDelay<700>,AlphaL<Black,Int<0>>,TrFade<800>,LocalizedClashL<HumpFlicker<DarkOrange,Red,50>,2000,50,EFFECT_BLAST>,TrFade<600>>,EFFECT_BLAST>,
LocalizedClashL<Blinking<White,Black,130,800>,1560,50,EFFECT_BLAST>,
LocalizedClashL<Blinking<Red,Black,130,500>,1560,15,EFFECT_BLAST>,

to that:
LocalizedClash<LocalizedClashL<White,2000,50,EFFECT_BLAST>,Blinking<Red,Black,130,500>,1560,25,EFFECT_BLAST>,
its not quite the same missing the red fadeout at the end but am i on the right way to make code mare efficent ?

Does it use less memory?

It’s all trial and error, there’s no magic bullet. Make a change, see if it uses less memory, rinse and repeat…

not a lot but it did

from 246496 to 245344 bytes

@chrisso You’re looking at 2 different styles that target different goals.
The blade style that I included with the font is as you say, timed specifically to the font sounds. That is it’s goal. It is what it is once uploaded, so any changes you want to colors or effects or whatever get done directly in the preset then uploaded.
A style generated on Fett263 Style Library is focused on allowing post-upload editing with Edit Mode on the saber or the online ProffieOS Workbench.
If memory savings is your goal, using all the same type of style will do that.
Trying to mix and match is a trying experience.