// Portal style - Standard ProffieOS 5.9 version
// *********************************************
// Blade style includes:
// Running color sequence in emitter when blade is off.
// 50% PowerSave dimming.
// GreenYellow flash on all impacts like original trilogy onscreen effects.
// Blast - “Portal gun shot” effect with alternating Blue and Orange main blade colors
// changed with each blast.
// Clash - Alternates color to work with current chosen base color, flash on hit with
// localized fading impact spot.
// Lockup - 3 compound colored impact for realistic effect.
// Lightning Block - Dims blade a bit to make erratic lightning pop more. Random Strobe flashes for more effect.
// Custom Melt and Drag effects with “fizzle out” endings.
// Stab - deeper with some animation.
*/
StylePtr<Layers<
// Main Blade - toggled colors when "shooting a portal" with blast. All effects follow switch.
EffectSequence<EFFECT_BLAST,
Stripes<10000,-1000,DarkOrange,Rgb<60,17,0>,Orange,Rgb<128,34,0>>,
Stripes<10000,-1000,Blue,Rgb<0,0,60>,Blue,Rgb<0,0,128>>>,
// Swing colors
EffectSequence<EFFECT_BLAST,
AlphaL<Moccasin, Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,
AlphaL<Rgb<90,90,255>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>>,
// Dim Blade 50% "Power Save" button combo
EffectSequence<EFFECT_POWERSAVE,
AlphaL<Black,Int<16384>>,
AlphaL<Black,Int<0>>>,
// Clash - alternates to visible colors based on main blade color. 3 stage fading impact spot
EffectSequence<EFFECT_BLAST,
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<TransitionEffect<TransitionEffect<Strobe<Black,Red,20,20>,BrownNoiseFlicker<White,Black,300>,TrInstant,TrFade<300>,EFFECT_CLASH>,White,TrInstant,TrDelay<150>,EFFECT_CLASH>,Bump<Scale<BladeAngle<>,Int<25000>,Int<8000>>,Int<18000>>>,TrFade<600>>,EFFECT_CLASH>,
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<TransitionEffect<BrownNoiseFlicker<Rgb<255,150,0>,Black,50>,Moccasin,TrInstant,TrFade<300>,EFFECT_CLASH>,Bump<Scale<BladeAngle<>,Int<25000>,Int<8000>>,Int<18000>>>,TrFade<600>>,EFFECT_CLASH> >,
// Stab
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Red,Int<0>>,TrWipeIn<300>,AlphaL<Stripes<5000,800,Red,Rgb<80,0,0>,Rgb<156,0,0>,Rgb<150,30,30>>,SmoothStep<Int<20000>,Int<2000>>>,TrJoin<TrSmoothFade<900>,TrWipe<600>>>,EFFECT_STAB>,
// Blasts - toggled inverted colors
EffectSequence<EFFECT_BLAST,
////// blast for Blue base - Blue goes first here because on first blast switch, this shows immediatly. Sequence order needs to be reverse of all other effects so it stays chronologically "at the end" of the blue base blade showing
TransitionEffectL<TrConcat<TrInstant,Stripes<10000,-1000,Blue,Rgb<0,0,60>,Blue,Rgb<0,0,128>>,TrJoin<TrWipeIn<100>,TrWaveX<White,Int<100>,Int<200>,Int<100>,Int<32768>>>,Black,TrDelay<25>,Black,TrJoin<TrWipe<200>,TrWaveX<LemonChiffon,Int<300>,Int<130>,Int<250>,Int<0>>>,Stripes<1400,-3600,DarkOrange,Rgb<60,17,0>>,TrJoin<TrWipe<200>,TrSmoothFade<300>>,Stripes<10000,-1000,Blue,Rgb<0,0,60>,Blue,Rgb<0,0,128>>,TrSmoothFade<1000>>,EFFECT_BLAST>,
////// blast for Orange base - broken out. Blue above is same, just all one line.
TransitionEffectL<TrConcat<
// hide the newly switched-to Blue main base blade color with the same Orange that was just running. (only for 100ms, but blue is visible on the wipe in if this omitted)
TrInstant,Stripes<10000,-1000,DarkOrange,Rgb<60,17,0>,Orange,Rgb<128,34,0>>,
//suck in for blast
TrWipeIn<100>,Black,
// take a beat
TrDelay<25>,Black,
// shoot portal
TrJoin<TrWipe<200>,TrWaveX<LemonChiffon,Int<300>,Int<130>,Int<250>,Int<0>>>,Stripes<1400,-3600,Blue,Rgb<0,0,60>>,TrJoin<TrWipe<200>,
//fade to color that was agin for a beat, then fade to new color that was shot
TrSmoothFade<300>>,Stripes<10000,-1000,DarkOrange,Rgb<60,17,0>,Orange,Rgb<128,34,0>>,TrSmoothFade<1000>>,EFFECT_BLAST>>,
// Blast's muzzle flash
TransitionEffectL<TrConcat<TrDelay<125>,AlphaL<DarkOrange,Bump<Int<0>,Int<4000>>>,TrFade<50>,AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,TrFade<50>,AlphaL<White,SmoothStep<Int<14000>,Int<-16000>>>,TrDelay<25>,AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,TrFade<550>,AlphaL<Orange,Bump<Int<0>,Int<4000>>>,TrFade<150>,AlphaL<Rgb<255,54,0>,Bump<Int<0>,Int<2800>>>,TrFade<150>,AlphaL<OrangeRed,Bump<Int<0>,Int<1700>>>,TrFade<200>>,EFFECT_BLAST>,
// Lockup 1 - BC custom range mid-blade to hilt w/random strobe flash
TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<200>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<5000>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<300>>>,EFFECT_LOCKUP_END>,
LockupTrL<Layers<
//Random Strobe Flash no dimming
AlphaL<TransitionLoopL<TrConcat<TrDelayX<Scale<SlowNoise<Int<3000>>,Int<30>,Int<800>>>,Mix<SlowNoise<Int<1000>>,Black,Black,White,Black>,TrDelayX<Scale<SlowNoise<Int<1000>>,Int<10>,Int<50>>>>>,Int<32768>>,
//AlphaL<White,StrobeF<Scale<SlowNoise<Int<1000>>,Int<1>,Int<3>>,Scale<SlowNoise<Int<1000>>,Int<10>,Int<50>>>>,
// Bottom Layer Bump - random width
AlphaL<Blinking<Tomato,Strobe<Yellow,Black,15,30>,60,500>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<8000>,Int<18000>>>>,
// Top Layer Bump - fixed width
AlphaL<Blinking<BrownNoiseFlicker<White,Black,50>,BrownNoiseFlicker<Yellow,Tomato,50>,100,500>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<9000>>>>,
// Begin Lockup Transition
TrConcat<TrInstant,AlphaL<Blinking<White,Strobe<BrownNoiseFlicker<Yellow,Black,500>,Black,15,30>,60,500>,Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<25000>,Int<32000>>>>,TrFade<500>>,
// End Lockup Transition
TrSmoothFade<900>,SaberBase::LOCKUP_NORMAL>,
TransitionEffectL<TrConcat<TrInstant,AlphaL<Strobe<GreenYellow,Black,20,30>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<15000>>>,TrFade<600>>,EFFECT_LOCKUP_BEGIN>,
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,HumpFlickerL<Strobe<AlphaL<White,Int<20000>>,Black,20,30>,30>,TrSmoothFade<225>>,EFFECT_LOCKUP_BEGIN>,
// Non-Responsive Drag
LockupTrL<AlphaL<AudioFlicker<BrownNoiseFlicker<Strobe<Black,OrangeRed,20,25>,Yellow,200>,White>,SmoothStep<Int<30000>,Int<2000>>>,TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrFade<150>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_DRAG>,
// Lightning Block - Non-responsive. BC custom color (purple hint w/ random strobe flashes because....lightning)
LockupTrL<Layers<
//Random Strobe Flash and 16000 = 50% base blade dimming to make lb pop
AlphaL<Black,Int<16000>>,
AlphaL<White,StrobeF<Scale<SlowNoise<Int<1000>>,Int<1>,Int<6>>,Scale<SlowNoise<Int<1000>>,Int<10>,Int<50>>>>,
AlphaL<RandomFlicker<Strobe<White,Rgb<83,0,255>,50,10>,BrownNoiseFlicker<Rgb<83,0,255>,Black,500>>,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>>>>>>,
// Begin Lightning Transition
TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb<83,0,255>,Black,500>,TrFade<100>>,
// End Lightning Transition
TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb<83,0,255>,Black,500>,TrFade<150>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<400>> >,SaberBase::LOCKUP_LIGHTNING_BLOCK>,
// Melt - BC custom melt effects, uses twistangle<>
LockupTrL<
AlphaL<Mix<TwistAngle<>,Yellow,RandomPerLEDFlicker<Orange,OrangeRed>,BrownNoiseFlicker<Rgb16<20095,128,128>,Rgb16<35103,8175,298>,150>,StyleFire<Rgb16<20393,93,93>,Red,0,4,FireConfig<0,2000,5>,FireConfig<3000,0,0>,FireConfig<0,4000,0>>>,
// Melt Shape
SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>,
// Melt Begin and End transitions
TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeIn<600>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_MELT>,
// Extension sparks - less laggy in this layer style
EffectSequence<EFFECT_BLAST,
OnSparkL<SparkleL<Blue,300,3000>,Int<3000>>,
OnSparkL<SparkleL<Orange,300,3000>,Int<3000>> >,
EffectSequence<EFFECT_BLAST,
InOutTrL<
// Extension - just wipe out, effects below.
TrWipe<500>,
// Retraction - wipe in 3 stage accelerating stripes followed by spark in below.
TrConcat<
TrWipeIn<400>, Stripes<2000,1500,Blue,DarkOrange>,
TrFade<200>, Stripes<3000,2000,Blue,DarkOrange>,
TrFade<200>, Stripes<4000,2500,Blue,DarkOrange>,
TrWipeIn<200>, Black,
TrDelay<100>, AlphaL<White,SmoothStep<Int<15000>,Int<-20000>>>,
TrFade<75>, Black,
TrFade<700>,Sparkle<Black,DarkOrange>,TrSmoothFade<1000>>,
// Color When Off
Layers<Black,TransitionLoopL<TrConcat<TrFade<500>,AlphaL<DarkOrange,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>,AlphaL<Red,Int<0>>,TrFade<500>,AlphaL<Blue,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>>> >>,
InOutTrL<
// Extension - just wipe out, effects below.
TrWipe<500>,
// Retraction - wipe in 3 stage accelerating stripes followed by spark in below
TrConcat<
TrWipeIn<400>, Stripes<2000,1500,Blue,DarkOrange>,
TrFade<200>, Stripes<3000,2000,Blue,DarkOrange>,
TrFade<200>, Stripes<4000,2500,Blue,DarkOrange>,
TrWipeIn<200>, Black,
TrDelay<100>, AlphaL<White,SmoothStep<Int<15000>,Int<-20000>>>,
TrFade<75>, Black,
TrFade<700>,Sparkle<Black,Blue>,TrSmoothFade<1000>>,
// Color When Off
Layers<Black,TransitionLoopL<TrConcat<TrFade<500>,AlphaL<DarkOrange,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>,AlphaL<Red,Int<0>>,TrFade<500>,AlphaL<Blue,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>>> >> >,
// Retraction spark wave in
TransitionEffectL<TrConcat<TrDelayX<Int<800>>,AlphaL<Red,Int<0>>,TrWaveX<LemonChiffon,Int<1000>,Int<201>,Int<200>,Int<32768>>>,EFFECT_RETRACTION>,
// Extension - Spark tip followed by 3 trailing particles and small sparks over strobing base fading to running base blade color
EffectSequence<EFFECT_BLAST,
TransitionEffectL<TrConcat<TrWipe<500>,Strobe<DarkOrange,Black,20,60>,TrSmoothFade<1000>>,EFFECT_IGNITION>,
TransitionEffectL<TrConcat<TrWipe<500>,Strobe<Blue,Black,20,60>,TrSmoothFade<1000>>,EFFECT_IGNITION> >,
EffectSequence<EFFECT_BLAST,
TransitionEffectL<TrJoin<
TrWaveX<Blue,Int<5000>,Int<151>,Int<500>,Int<0>>,
TrWaveX<Blue,Int<5000>,Int<201>,Int<625>,Int<-15000>>,
TrWaveX<Blue,Int<5000>,Int<251>,Int<825>,Int<-15000>>,
TrWaveX<Blue,Int<5000>,Int<301>,Int<1000>,Int<-15000>>>,EFFECT_IGNITION>,
TransitionEffectL<TrJoin<
TrWaveX<DarkOrange,Int<5000>,Int<151>,Int<500>,Int<0>>,
TrWaveX<DarkOrange,Int<5000>,Int<201>,Int<625>,Int<-15000>>,
TrWaveX<DarkOrange,Int<5000>,Int<251>,Int<825>,Int<-15000>>,
TrWaveX<DarkOrange,Int<5000>,Int<301>,Int<1000>,Int<-15000>>>,EFFECT_IGNITION> >,
// Ignition Emitter flare
TransitionEffectL<TrConcat<
TrInstant, AlphaL<Orange,Bump<Int<0>,Int<6000>>>,
TrFade<50>, AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,
TrFade<50>, AlphaL<White,SmoothStep<Int<14000>,Int<-16000>>>,
TrDelay<25>,AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,
TrFade<550>,AlphaL<Orange,Bump<Int<0>,Int<4000>>>,
TrFade<150>,AlphaL<Rgb<255,54,0>,Bump<Int<0>,Int<2800>>>,
TrFade<150>,AlphaL<OrangeRed,Bump<Int<0>,Int<1700>>>,
TrFade<200>>,EFFECT_IGNITION>,
// Retraction Emitter flare
TransitionEffectL<TrConcat<
TrInstant,AlphaL<OrangeRed,Bump<Int<0>,Int<1000>>>,
TrFade<200>,AlphaL<Rgb<255,54,0>,Bump<Int<0>,Int<3500>>>,
TrFade<200>,AlphaL<Orange,Bump<Int<0>,Int<9000>>>,
//TrFade<200>,AlphaL<BrownNoiseFlicker<LemonChiffon,Black,300>,Bump<Int<0>,Int<17000>>>, //Optional effect
TrFade<200>,AlphaL<Strobe<LemonChiffon,Black,15,50>,Bump<Int<0>,Int<17000>>>,
TrFade<200>>,EFFECT_RETRACTION>,
//New Audio Meter preon
AlphaL<Layers<AlphaL<TransitionEffectL<TrJoin<
TrWaveX<Moccasin,Int<5000>,Int<10000>,Int<7000>,Int<0>>,
TrWaveX<Blue, Int<5000>,Int<10000>,Int<7000>,Int<11000>>,
TrWaveX<Moccasin,Int<5000>,Int<7000>, Int<4000>>,
TrWaveX<Orange, Int<5000>,Int<10000>,Int<7000>,Int<22000>>,
TrWaveX<Moccasin,Int<5000>,Int<10000>,Int<7000>,Int<32768>>
>,EFFECT_PREON>,
Trigger<EFFECT_PREON,Int<2000>,Int<5000>,Int<1>>>,
TransitionEffectL<TrConcat<TrInstant,Layers<
AlphaL<Orange,SmoothStep<Scale<NoisySoundLevel,Int<0>, Int<6000>>, Scale<SmoothSoundLevel,Int<-1>,Int<-30000>> > >,
AlphaL<Blue, SmoothStep<Scale<NoisySoundLevel,Int<26768>,Int<32768>>,Scale<SmoothSoundLevel,Int<0>, Int<30000>> > > >,TrDelay<5000> >,EFFECT_PREON>>,
Scale<Trigger<EFFECT_IGNITION,Int<1>,Int<5000>,Int<1>>,Int<32768>,Int<0>> >
>>(),
5 Likes
Awesome!! Can’t wait to try this out.