Hi all, first time posting here and I’m excited!
I’ve been working on an uber blade style that is designed to use for seemingly “ANY” style that is not one of Fernando’s new interactive styles, so it combines Rotoscope, Unstable, Fallen Order, Energy Blades, and much more… and what I’ve created is working out great! I can design seemingly unlimited styles, including all canon I can think of, plus custom ones, and I’m only at 84% memory so far. I’m wondering if other people on here are doing things in a similar way. I’ll summarize:
I made a blade style with various options on it, then I dissected and commented the whole code to break it apart and organize it so I can easily customize each element. I then put all this in a separate “blade style” .h file that I am reading into my main config with using to keep things clean.
So now to customize it, I go to Fernando’s OS6 Style Library and select some options and blade styles that I want, then I open that up in a text editor to find the specific lines of code that I need, and add them to my uber style where they need to go. I can add or subtract options as needed for PreOn, PostOff, Ignition, Retraction, etc, to really customize what I want to have in there.
Mainly, I love that I am able to combine different blade styles, such as Rotoscope, Unstable, etc into the same overall style, and share common effects like Clash, Blast, and Lockup. I find that the majority of my blades I want to behave the same for those effects anyway, and I can customize and update them and it will update ALL of my blades! Pretty cool.
Below are two examples of my blade style for reference:
Layers<
//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////// BLADE STYLE OPTIONS //////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////
ColorSelect<IntArg<STYLE_OPTION_ARG,0>,TrInstant,
// COLOR 0 - AUDIO FLICKER (Original Trilogy) //
Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,
// COLOR 1 - AUDIO FLICKER (Sequel Trilogy)//
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<0,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,
// COLOR 2 - FALLEN ORDER //
Stripes<16000,-1000,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>,Pulsing<Mix<Int<11565>,Black,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>,800>,RgbArg<BASE_COLOR_ARG,Rgb<2,72,255>>>,
// COLOR 3 - FAST FLICKER (Dual Color) //
AudioFlicker<Stripes<14000,-4000,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RgbArg<ALT_COLOR_ARG,Rgb<115,15,240>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR_ARG,Rgb<115,15,240>>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,
// COLOR 4 - THE TWINS (Dual Color Gradient) //
Mix<SmoothStep<Int<15000>,Int<18000>>,Stripes<22000,-2000,RgbArg<BASE_COLOR_ARG,Rgb<255,36,118>>,Mix<Int<18000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,36,118>>>,HumpFlicker<Mix<Int<6000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,36,118>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,36,118>>,20>>,Stripes<20000,-1800,RgbArg<ALT_COLOR_ARG,Rgb<0,135,255>>,Mix<Int<18000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,135,255>>>,HumpFlicker<Mix<Int<6000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,135,255>>>,RgbArg<ALT_COLOR_ARG,Rgb<0,135,255>>,20>>>,
// COLOR 5 - THE DUEL RONIN (Hump Flicker) //
HumpFlicker<Stripes<20000,-800,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,50>,
// COLOR 6 - UNSTABLE KYLO //
StaticFire<BrownNoiseFlicker<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RandomPerLEDFlicker<Mix<Int<3213>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,300>,Mix<Int<10280>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,0,6,10,1000,2>,
// COLOR 7 - UNSTABLE UNLEASHED //
StaticFire<Stripes<2500,-5000,BrownNoiseFlicker<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Black,20>,Mix<Int<1285>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,BrownNoiseFlicker<Black,Mix<Int<3212>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,White>,70>,Mix<Int<16384>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,Mix<Int<10280>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,0,5,2,3000,0>,
// COLOR 8 - MAGNAGUARD //
StaticFire<Strobe<RgbArg<BASE_COLOR_ARG,Rgb<118,0,194>>,Strobe<Rgb<100,100,150>,RandomPerLEDFlicker<RgbArg<BASE_COLOR_ARG,Rgb<118,0,194>>,Black>,50,1>,100,1>,Mix<Int<6425>,Black,RgbArg<BASE_COLOR_ARG,Rgb<118,0,194>>>,0,5,2,1000,5>,
// COLOR 9 - DARK SABER //
Mix<HoldPeakF<SwingSpeed<400>,Scale<SwingAcceleration<>,Int<2000>,Int<4000>>,Int<8000>>,HumpFlicker<RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>,Stripes<35000,-200,Mix<Int<14000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>,Mix<Int<24000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>,Mix<Int<28000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>>,100>,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>,
// COLOR 10 - RAINBOW SCROLL / ROLLING RAINBOW UP //
AudioFlicker<Stripes<1000,-1200,Magenta,Blue,Cyan,Green,Yellow,Orange,Red>,Mix<Int<12000>,Stripes<1000,-1200,Magenta,Blue,Cyan,Green,Yellow,Orange,Red>,White>>,
//Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<-4000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RotateColorsX<Int<-8000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<-4000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RotateColorsX<Int<-8000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,Mix<Int<7710>,Black,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<-4000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RotateColorsX<Int<-8000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>>,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<-4000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RotateColorsX<Int<-8000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,Mix<Int<19276>,Black,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<-4000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RotateColorsX<Int<-8000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>>>,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<-4000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RotateColorsX<Int<-8000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>>,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,RotateColorsX<Int<-4000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RotateColorsX<Int<-8000>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>>,
// COLOR 11 - X-MAS STRIPES //
Stripes<1000,-1000,Red,White,Green,White>,
// COLOR 12 - RED, WHITE, & BLUE //
//Pulsing<Stripes<2000,-800,Blue,White,Red>,Mix<Int<16000>,Stripes<2000,-800,Blue,White,Red>,White>,1600>
AudioFlicker<Stripes<2000,-800,Blue,Rgb<235,235,235>,Red>,Mix<Int<16000>,Stripes<2000,-800,Blue,Rgb<235,235,235>,Red>,White>>
>,
//////////////////////////// EMITTER FLARE OPTIONS (Swing Option) ////////////////////////////////
ColorSelect<IntArg<SWING_OPTION_ARG,0>,TrInstant,
// FLARE 0 - Disable //
AlphaL<Black,Int<0>>,
// FLARE 1 - Stable Flare //
AlphaL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-6000>>>,
// FLARE 2 - Flickering Flare //
AlphaL<AudioFlickerL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-6000>>>,
// FLARE 3 - Unstable Flare //
AlphaL<RandomPerLEDFlickerL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<Scale<NoisySoundLevel,IntArg<EMITTER_SIZE_ARG,2000>,Sum<IntArg<EMITTER_SIZE_ARG,2000>,Int<6000>>>,Int<-6000>>>
>,
///////////////////////////////////////////////////////////////////////////////////////////
//// BLAST ////
//BLAST - RESPONSIVE CUSTOM //
//ResponsiveBlastFadeL<Mix<Int<28000>,RgbArg<BASE_COLOR_ARG,Blue>,Red>,Int<32000>>,ResponsiveBlastFadeL<LemonChiffon,Int<16000>>,ResponsiveBlastFadeL<White,Int<8000>>,
MultiTransitionEffectL<TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<8000>>,Int<10000>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>,EFFECT_BLAST>,
//// CLASH ////
//RESPONSIVE CLASH//
//TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,244,157>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,21099>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,21099>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,21099>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,
//REAL CLASH v1//
TransitionEffectL<TrWaveX<Mix<Int<24000>,RgbArg<BASE_COLOR_ARG,Green>,White>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>,
//// LOCKUP ////
//INTENSITY LOCKUP//
//LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>>,RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,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,LemonChiffon>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
//RESPONSIVE LOCKUP//
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>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,Int<64000>>,AudioFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,Int<1000>>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,TrFade<400>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,LemonChiffon>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
//// LIGHTNING BLOCK ////
LockupTrL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<85,85,200>>,LayerFunctions<Bump<Scale<SlowNoise<Int<2000>>,Int<3000>,Int<16000>>,Scale<BrownNoiseF<Int<10>>,Int<14000>,Int<8000>>>,Bump<Scale<SlowNoise<Int<2300>>,Int<26000>,Int<8000>>,Scale<NoisySoundLevel,Int<5000>,Int<10000>>>,Bump<Scale<SlowNoise<Int<2300>>,Int<20000>,Int<30000>>,Scale<IsLessThan<SlowNoise<Int<1500>>,Int<8000>>,Scale<NoisySoundLevel,Int<5000>,Int<0>>,Int<0>>>>>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<85,85,200>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<85,85,200>>,Int<16000>>,30>,TrSmoothFade<600>>,SaberBase::LOCKUP_LIGHTNING_BLOCK>,
//// DRAG ////
LockupTrL<AlphaL<RandomPerLEDFlickerL<Mix<Int<24000>,RgbArg<BASE_COLOR_ARG,Green>,LemonChiffon>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28921>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<Mix<Int<24000>,RgbArg<BASE_COLOR_ARG,Green>,LemonChiffon>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28921>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//// MELT ////
LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,Mix<Int<16384>,RgbArg<BASE_COLOR_ARG,Green>,Rgb<255,24,0>>,RotateColorsX<Int<3000>,Mix<Int<16384>,RgbArg<BASE_COLOR_ARG,Green>,Rgb<255,24,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,29202>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,29202>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,29202>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,
//////////////////////////////////// IGNITION OPTIONS /////////////////////////////////////
InOutTrL<TrSelect<IntArg<IGNITION_OPTION_ARG,0>,
// IGNITION 0 - Reg On //
TrWipeX<IgnitionTime<300>>,
// IGNITION 1 - Spark Tip On //
TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,187,108>>,IgnitionTime<300>>,
// IGNITION 2 - Lightning Flash On //
TrConcat<TrWipeInX<Mult<IgnitionTime<300>,Int<6553>>>,RandomBlink<30000,RgbArg<IGNITION_COLOR_ARG,Rgb<255,187,108>>,Black>,TrJoin<TrDelayX<Mult<IgnitionTime<300>,Int<19660>>>,TrWipeInX<Mult<IgnitionTime<230>,Int<6553>>>>,Mix<SmoothStep<Scale<SlowNoise<Int<30000>>,IntArg<EMITTER_SIZE_ARG,1000>,Sum<Int<5000>,IntArg<EMITTER_SIZE_ARG,1000>>>,Int<-3000>>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,187,108>>>,TrWipeX<Mult<IgnitionTime<300>,Int<19660>>>>,
// IGNITION 3 - Glitch On //
TrConcat<TrJoin<TrDelayX<Mult<IgnitionTime<300>,Int<16384>>>,TrWipeX<Mult<IgnitionTime<300>,Int<16384>>>>,Mix<SmoothStep<NoisySoundLevel,Int<-1>>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,97,0>>>,TrWipeX<Mult<IgnitionTime<300>,Int<16384>>>>
>,
///////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////// RETRACTION OPTIONS /////////////////////////////////////
TrSelect<IntArg<RETRACTION_OPTION_ARG,0>,
// RETRACTION 0 - Reg Off //
TrWipeInX<RetractionTime<0>>,
// RETRACTION 1 - Glitch Off //
TrConcat<TrJoin<TrDelayX<Mult<RetractionTime<0>,Int<16384>>>,TrWipeInX<Mult<RetractionTime<0>,Int<16384>>>>,Mix<SmoothStep<NoisySoundLevel,Int<-1>>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>>,TrWipeInX<Mult<RetractionTime<0>,Int<16384>>>>,
// RETRACTION 2 - Cycle Down //
TrColorCycleX<RetractionTime<0>>,
// RETRACTION 3 - Spark Tip Off //
TrWipeInSparkTipX<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,RetractionTime<0>>
>,Black>,
////////////////////////////////////////////////////////////////////////////////////////////
Thoughts? Suggestions?
Thanks for reading!
~Jeff