ProffieOS7 Style Library - Early Access Beta Testing Thread

OK - here is an example of all settings that reproduce the error

Multi-Phase / Interactive / Color Shift / Split Blade Builder

Type: Multi Phase (Special Abilities)

  • Phase Transition: Fade, 1000 milis
  • Style 0: Hyper-Responsive Rotoscope (Original Trilogy): Base Color
  • Style 1: Hyper-Responsive Rotoscope (Original Trilogy): Alt Color
  • Style 2: Hyper-Responsive Rotoscope (Original Trilogy): Alt Color 2
  • Enable Control Layer: Checked

Special Ability Control Layers:

  • Special Ability 1: Next Phase
  • Special Ability 1: Previous Phase
  • Special ability 5: Ignite; Spark tip ignition, 300ms
  • Special Ability 6: Ignite; Standard ignition, Power Flash power-up, 300ms

Other (all at default settings in the tool):

  • No pre-on effects, Standard Ignition 300 milis, Color Type: Normal
  • Standard Retraction, 0 (sound based) milis, no cool down or post-off, Color Type: Normal
  • Real Clash V1, Clash Color, Color Type Normal
  • Intensity Lockup V1, Real Clash w/ Full Blade Absorb, Lockup Color, Color Type: Normal
  • Responsive Lightning Block, LB Color, Color Type: Normal
  • Intensity Sparking Drag, Color Type Normal, Default Drag Size Position
  • Intensity Melt, default position and Color Type Normal
  • Stab/Summon: None
  • Blast: Randomly Selected, Blast Wave (Random), Color type: Normal
  • Emitter Flare: None; Off Emitter Effect: None
  • Rain Effects: None
  • Battery, Volume, and Power Save Options: None

Here is the style code:

/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263library.com/early-access/#CustomBlade
OS7.8 v1.012
Single Style
Multi Phase (Special Abilities)
Default: Hyper Responsive Rotoscope (Original Trilogy)
1: Hyper Responsive Rotoscope (Original Trilogy)
2: Hyper Responsive Rotoscope (Original Trilogy)

Base Color: BaseColorArg (0)
Multi Phase Control: use Special Abilities controls to change Phase. Supports Alt Font.

NOTE:This style includes Control Layer. Only one Control Layer should be used per preset.

*This style supports Alt Fonts alt000/ to alt002/. Uses altchng.wav on change

--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect: Intensity Lockup V1, Begin Effect: Real Clash, End Effect: Full Blade Absorb [Color: LockupColorArg]
LightningBlock Effect: Responsive Lightning Block [Color: LBColorArg]
Drag Effect: Intensity Sparking Drag [Color: DragColorArg]
Melt Effect: Intensity Melt [Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Special Ability 1: Next Phase
Special Ability 2: Previous Phase
Special Ability 5: Ignite
Special Ability 6: Ignite

*/
StylePtr<Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrFadeX<Int<1000>>>,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<0,0,255>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,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<ALT_COLOR_ARG,Rgb<0,255,0>>,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<7710>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<19276>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>>,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,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<ALT_COLOR2_ARG,Rgb<255,0,0>>,RgbArg<ALT_COLOR2_ARG,Rgb<255,0,0>>,Mix<Int<7710>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<255,0,0>>>,RgbArg<ALT_COLOR2_ARG,Rgb<255,0,0>>,Mix<Int<19276>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<255,0,0>>>>,RgbArg<ALT_COLOR2_ARG,Rgb<255,0,0>>>,RgbArg<ALT_COLOR2_ARG,Rgb<255,0,0>>>>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<1>>,Int<3>>,Int<-1>>,EFFECT_USER1>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<-1>>,Int<3>>,Int<-1>>,EFFECT_USER2>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_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<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,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<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,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>>>>>,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>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<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>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,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,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrSelect<IncrementWithReset<ThresholdPulseF<Sum<EffectPulseF<EFFECT_USER5>EffectPulseF<EFFECT_USER6>>,Int<30000>>,EffectPulseF<EFFECT_RETRACTION>,Int<1>,Int<1>>,TrWipeX<BendTimePowX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrInstant>,TrWipeInX<BendTimePowX<RetractionTime<0>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,Black>,TransitionEffectL<TrConcat<TrInstant,Black,TrWipeX<Int<300>>>,EFFECT_USER5>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<Int<600>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,TrFade<1000>>,EFFECT_USER6>,TransitionEffectL<TrConcat<TrInstant,Black,TrWipeX<Int<300>>>,EFFECT_USER6>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>,EFFECT_USER5>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>,EFFECT_USER6>>>(),

Thanks, I’ll have a look. I have a sizeable update with fixes in progress that I should finish this weekend that should cover all of the issues reported thus far. A few things are inter-related so it was a more complicated update to work through. I’ve only had short periods to look at it and work on them thus far but should be able to steal some time this weekend to wrap them up and publish.

Can’t add the Cal Kestis Survivor Red variant onto the party blade, it won’t show in the display and when I go to copy the bladestyle it just doesn’t even copy.

Already reported :wink: it’ll be in the next update.

I have just pushed a large update with multiple bug fixes to the ProffieOS7 Early Access Style Library. Please note there were a lot of fixes and changes implemented if anything does not work as expected or you get any errors please post in this thread so I can keep track. There’s still hundreds of new features in the library that haven’t been fully tested so if you encounter issues just report so I can address.

You will need to refresh the Library to get the update. The bottom right corner should show “OS7.8 v1.013” as the current version.

Updates / Fixes:

  • Fix for Phase 9 in Multi-Phase selection not appearing

  • Fix for BendTime bugs

  • Fix for multiple Special Ability ignitions

  • Added notes for Multi-Phase and Kyber Select options that REQUIRE Alt Font set up.

  • Updated warning messages for multiple options to ensure correct controls are used

  • Fixed Multi preon/ignition/powerup/retraction/cooldown selections

1 Like

Let’s Talk About New Multi-Phase, Kyber Select and Alt Font capabilities for OS7

Way back in 2019 I originally designed my first “Pull to the Darkness” style ([https://youtu.be/YG0y8sYRp6M]) which was meant to represent Ben Solo’s transformation to Kylo Ren. It was one of my first shared styles and the original was a simple ColorCycle (way before we had Color Changing on Proffie). Even back then I was chasing the ability to have the saber change from a normal “Light Side” sounding saber to the iconic “Dark Side Unstable” sound but it wasn’t possible at that time. Over the years I’ve done multiple iterations of this style using the latest style code, from the 2.6CC Fork, to Dual Phase styles, to Edit Mode but the sounds just weren’t possible. Then during OS6’s development I began toying with changing out the hum. Ultimately, that got held out for OS7 since we had so much already added.
Then during development of OS7 I was able to get a simple “hum” change running using the new style / font synergy capabilities. I showed it to Fredrik and he asked why we didn’t change the swings, or ignitions or retractions, then he went and created the Alt Font (Alt Sound) functionality since I had no idea how. And the result has now opened so much new potential for ProffieOS7 with way more interaction and immersion possible. The new Alt Font capabilities open the door for so many things I’ve been chasing over the years and now I’m working to incorporate them into the OS7 library.
I wanted to do a bit of a demo and explanation on Alt Fonts and how it relates to the library’s new “Multi Phase” and “Kyber Select” capabilities.
While it’s a fairly “advanced” feature, Fredrik has made it surprising simple to implement and set up on the font side. Then on the style side I am building the controls and features into the Library to unlock the features. That’s the real “key”, with OS7 there are new ways to set up your fonts to allow them to interact directly with the style code to give you completely unique experiences in every preset. In this video, I’ll cover some of the ideas and ways to do these in Phase 1 (there’s a ton more options coming in future Phases) and how to actually set the font up. HINT: it’s actually pretty easy and straightforward.
I highly recommend this video for anyone using or interested in the ProffieOS7 Style Library.
Enjoy!

2 Likes

You are doing some amazing work. Looking forward to reworking some using functions and blade styles.

The video was very helpful.

When setting up altfonts with a complete change of every .wav file, do the smoothswing.ini and config.ini files remain in the root font directory (is that the way to describe it)?

Example:

PartyMix/alt000
PartyMix/alt001
PartyMix/config,ini
PartyMix/smoothswing.ini

Yes they do.

1 Like

I’m having a lot of trouble getting the special ability controls to work for alt fonts. I’ve tried just about everything to do special abilities 1-4, but I just can’t get the control to work on my saber. Is there something potentially wrong with my config?

#ifdef CONFIG_TOP
#include "proffieboard_v2_config.h"
#define NUM_BLADES 1
#define NUM_BUTTONS 1
const unsigned int maxLedsPerStrip = 144;
#define VOLUME 1800
#define CLASH_THRESHOLD_G 3
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define MOTION_TIMEOUT 60 * 15 * 1000
#define IDLE_OFF_TIME 60 * 15 * 1000
#define DISABLE_BASIC_PARSER_STYLES
#define DISABLE_DIAGNOSTIC_COMMANDS
#define ENABLE_ALL_EDIT_OPTIONS
#define NO_REPEAT_RANDOM
#define COLOR_CHANGE_DIRECT
#define FETT263_EDIT_MODE_MENU
#define FETT263_SPECIAL_ABILITIES
#define FETT263_SAY_COLOR_LIST
#define FETT263_SAY_COLOR_LIST_CC
#define FETT263_DISABLE_COPY_PRESET
#define FETT263_USE_BC_MELT_STAB
#define FETT263_LOCKUP_DELAY 200
#define FETT263_BM_CLASH_DETECT 6
#define FETT263_BM_DISABLE_OFF_BUTTON
#define FETT263_SWING_ON_SPEED 250
#define FETT263_SWING_ON
#define FETT263_SWING_ON_NO_BM
#define FETT263_TWIST_ON
#define FETT263_TWIST_OFF
#define FETT263_FORCE_PUSH
#define FETT263_FORCE_PUSH_LENGTH 5
#endif

#ifdef CONFIG_PROP
#include "../props/saber_fett263_buttons.h"
#endif


#ifdef CONFIG_PRESETS

Preset presets[] = {
{ "KyberDark;common",  "",
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{ "Ronin;common",  "",
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{ "Mercenary;common",  "",
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{ "Binary;common",  "",
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"preset3"
},

{ "Spaceballs;common",  "",
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"preset5"
},

{ "Malicos;common",  "",
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"preset6"
},

{ "Vader;common",  "",
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"preset7"
},

{ "Survivor;common",  "",
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"preset8"
},

{ "Assassin;common",  "",
StylePtr<Layers<HumpFlicker<RgbArg<BASE_COLOR_ARG,Rgb<180,130,0>>,RgbArg<ALT_COLOR_ARG,Rgb<255,255,0>>,60>,AlphaL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-6000>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<300>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,TrFade<1000>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<MELT_SIZE_ARG,25688>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_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<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,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>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AudioFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Int<200>>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,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<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,26254>,Int<3000>>>,TrWipeIn<200>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<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,25688>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,25688>,Int<4000>>>,TrFade<300>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,IgnitionTime<300>>,TrWipeInSparkTipX<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,RetractionTime<0>>,Black>>>(),

"preset9"
},

};

BladeConfig blades[] = {
 { 0, WS281XBladePtr<132, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(), CONFIGARRAY(presets) },
};
#endif

#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
#endif

 /* Generated with Fett263 Config Helper v3.0 */

And here’s the style code for the specific font with the Style Library info attached:

/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263library.com/early-access/#CustomBlade
OS7.8 v1.013
Single Style
Multi Phase (Special Abilities*)
Default: HumpFlicker Small (Single Color (50%)) [BaseColorArg]
1: HumpFlicker Small (Single Color (50%)) [AltColorArg]

Multi Phase Control: use Special Abilities controls to change Phase. Requires Alt Font.

*This style REQUIRES Alt Fonts alt000/ to alt001/ to be set up. Uses altchng.wav on change.
See https://pod.hubbe.net/sound/alt_sounds.html for more information.
--Effects Included--
Preon Effect: Erratic [Color: PreonColorArg]
Ignition Effect: SparkTip Ignition [Color: IgnitionColorArg]
PowerUp Effect: Unstable Power Up Forward [Color: IgnitionColorArg]
Retraction Effect: Cycle Down [Color: RetractionColorArg]
PostOff Effect: Emitter Spark (Preon Size) [Color: PostOffColorArg]
Lockup Effect: Intensity Lockup V1, Begin Effect: Real Clash, End Effect: Full Blade Absorb [Color: LockupColorArg]
LightningBlock Effect: Responsive Lightning Block [Color: LBColorArg]
Drag Effect: Intensity Sparking Drag [Color: DragColorArg]
Melt Effect: Intensity Melt [Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Swing Effect: Fire Swing (Scaled Full Blade) [Color: SwingColorArg]
Battery Level: % Blade (Green to Red)
Special Ability 1: Next Phase
Special Ability 2: Previous Phase

*/
StylePtr<Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrColorCycleX<Int<1200>>>,HumpFlicker<RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<16448>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,60>,HumpFlicker<RgbArg<ALT_COLOR_ARG,Rgb<0,135,255>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,135,255>>>,60>>,AlphaL<Stripes<2800,-3000,RgbArg<SWING_COLOR_ARG,Rgb<255,0,255>>,Mix<Int<2096>,Black,RgbArg<SWING_COLOR_ARG,Rgb<255,0,255>>>,Mix<Int<16384>,Black,RgbArg<SWING_COLOR_ARG,Rgb<255,0,255>>>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<1500>>,TrInstant>,Stripes<3000,-3500,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,255>>,RandomPerLEDFlicker<Mix<Int<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,255>>>,Black>,BrownNoiseFlicker<RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,255>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,255>>>,200>,RandomPerLEDFlicker<Mix<Int<3137>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,255>>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,255>>>>>,TrFade<800>>,EFFECT_IGNITION>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_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<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,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<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,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>>>>>,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>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<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>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,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,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,255>>,BendTimePowInvX<IgnitionTime<1500>,Mult<IntArg<IGNITION_OPTION2_ARG,11000>,Int<98304>>>>,TrColorCycleX<BendTimePowInvX<RetractionTime<500>,Mult<IntArg<RETRACTION_OPTION2_ARG,11000>,Int<98304>>>>,Black>,TransitionEffectL<TrConcat<TrBoingX<Mult<Int<10922>,WavLen<EFFECT_PREON>>,5>,AlphaL<BrownNoiseFlickerL<RgbArg<PREON_COLOR_ARG,Rgb<255,255,255>>,Int<100>>,SmoothStep<IntArg<PREON_SIZE_ARG,2000>,Int<-4000>>>,TrBoingX<Mult<Int<10922>,WavLen<EFFECT_PREON>>,3>,Black,TrBoingX<Mult<Int<7260>,WavLen<EFFECT_PREON>>,3>,AlphaL<BrownNoiseFlickerL<RgbArg<PREON_COLOR_ARG,Rgb<255,255,255>>,Int<200>>,SmoothStep<Sum<Int<4000>,IntArg<PREON_SIZE_ARG,2000>>,Int<-4000>>>,TrBoingX<Mult<Int<3664>,WavLen<EFFECT_PREON>>,3>>,EFFECT_PREON>,TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<RgbArg<POSTOFF_COLOR_ARG,Rgb<255,255,255>>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,IntArg<PREON_SIZE_ARG,2000>,Sum<IntArg<PREON_SIZE_ARG,2000>,Int<3000>>>,Int<-4000>>>,TrDelayX<Scale<IsLessThan<WavLen<EFFECT_POSTOFF>,Int<200>>,WavLen<EFFECT_POSTOFF>,Int<4000>>>>,EFFECT_POSTOFF>,TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrWipe<1000>>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<BatteryLevel,Int<-10>>>,TrWipeIn<1000>>,EFFECT_BATTERY_LEVEL>>>(),

You have Special Ability 1 and 2 set up, how are you doing the controls? Since you have 1 button is your USB pointing away from the blade or towards it?

Selecting Power Burst Emitter under Special Ability 5 - Next Phase + Ignite generated an error in the previewer, and it is not displaying anything on the preview blade:

SmoothStep:Expected FUNCTION but got 0 for argument 1 (POS)

I grabbed the style code:

/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263library.com/early-access/#CustomBlade
OS7.8 v1.013
Single Style
Multi Phase (Special Abilities*)
Default: Fire Blade Slow (Sparking) [BaseColorArg]
1: ElectroStaff [AltColorArg]

Multi Phase Control: use Special Abilities controls to change Phase. Requires Alt Font.

NOTE:This style includes Control Layer. Only one Control Layer should be used per preset.

*This style REQUIRES Alt Fonts alt000/ to alt001/ to be set up. Uses altchng.wav on change.
See https://pod.hubbe.net/sound/alt_sounds.html for more information.
--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect: Intensity Lockup V1, Begin Effect: Real Clash, End Effect: Full Blade Absorb [Color: LockupColorArg]
LightningBlock Effect: Responsive Lightning Block [Color: LBColorArg]
Drag Effect: Intensity Sparking Drag [Color: DragColorArg]
Melt Effect: Intensity Melt [Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Special Ability 1: Next Phase
Special Ability 2: Previous Phase
Special Ability 5: Next Phase + Ignite

*/
StylePtr<Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrColorCycleX<Int<1000>>>,StaticFire<RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,RotateColorsX<Int<4000>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,RotateColorsX<Int<8000>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>>>,Mix<Int<10280>,Black,RotateColorsX<Saw<Int<20>>,Gradient<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,RotateColorsX<Int<4000>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,RotateColorsX<Int<8000>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>>>>,0,1,0,3000,2>,StaticFire<Strobe<RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Strobe<Rgb<100,100,150>,RandomPerLEDFlicker<RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Black>,50,1>,100,1>,Mix<Int<6425>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,0,5,2,1000,5>>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<1>>,Int<2>>,Int<-1>>,EFFECT_USER1>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<-1>>,Int<2>>,Int<-1>>,EFFECT_USER2>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_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<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,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<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,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>>>>>,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>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<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>>>>>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,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,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,11000>,Int<98304>>>>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,11000>,Int<98304>>>>,Black>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<Int<600>>,TrInstant>,AlphaL<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>>>>,SmoothStep<0,Int<-500>>>,TrFade<500>>,EFFECT_USER5>,TransitionEffectL<TrConcat<TrDelay<10>,Black,TrWipeX<Int<300>>>,EFFECT_USER5>,TransitionEffectL<TrConcat<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<1>>,Int<2>>,Int<-1>>,TrDelay<10>,TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>>,EFFECT_USER5>>>(),

Thanks, I’ll have a look later tonight, most likely a typo in the script.

A couple things I noticed:

  1. When using sound previews (your own .wav file or pre-loaded sound files in the style library), only the hum.wav sound works and only after ignited. If you select your own out.wav, in.wav etc files, none of those sounds play. This is the case regardless of other settings in the tool.

  2. When choosing multi-phase ignitions, the middle position of the bend slider looks like it is set to aggressive acceleration (start slow and bend to a fast ignition). To get an even ignition, I have to move the slider all the way up. This is only the case when selecting multi-phase ignitions, and not the default non-multi setting.

Specific settings I am using:

  • Multi-phase (special abilities)
  • Styles: (0) Kylo Ren Film Based; (1) Kylo Ren Supreme Leader Version
  • Special Abilities: (1) Next Phase (2) Previous Phase (5-8) Ignite with different power ups
  • Multi-phase ignitions (0) spark tip (1) standard - 235 milis
  • Multi-phase power ups (0) disabled (1) unstable surge v2
  • The rest at default settings (real cllash v1, responsive LB, intensity spark drag, intensity lockup, blast wave random, no battery, no volume, no rain)

Style Code with slider all the way up:

/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263library.com/early-access/#CustomBlade
OS7.8 v1.013
Single Style
Multi Phase (Special Abilities*)
Default: Kylo Ren Unstable (Film Based) [BaseColorArg]
1: Kylo Ren Unstable (Supreme Leader) [BaseColorArg]

Multi Phase Control: use Special Abilities controls to change Phase. Requires Alt Font.

NOTE:This style includes Control Layer. Only one Control Layer should be used per preset.

*This style REQUIRES Alt Fonts alt000/ to alt001/ to be set up. Uses altchng.wav on change.
See https://pod.hubbe.net/sound/alt_sounds.html for more information.
--Effects Included--
Ignition Effects: 0: SparkTip Ignition [MILLIS: 235, BEND: 21000] 1: Standard Ignition [MILLIS: 235, BEND: 11000] [Color:IgnitionColorArg]
PowerUp Effects: 0: Disable 1: Power Surge (Unstable V2) [Color:IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect: Intensity Lockup V1, Begin Effect: Real Clash, End Effect: Full Blade Absorb [Color: LockupColorArg]
LightningBlock Effect: Responsive Lightning Block [Color: LBColorArg]
Drag Effect: Intensity Sparking Drag [Color: DragColorArg]
Melt Effect: Intensity Melt [Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Special Ability 1: Next Phase
Special Ability 2: Previous Phase
Special Ability 5: Ignite
Special Ability 6: Ignite
Special Ability 7: Select Phase #0 + Ignite
Special Ability 8: Select Phase #1 + Ignite

*/
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These have been fixed, although I might end up reworking the way the library writes the Bend functions down the line. I think I can improve further but these should work as expected now.

EDIT: found the issue, should work as expected now.

You can play with the Int<16384> a bit (increase by a little each time, maybe 100) to see if there is a “goldilocks” value

I went up to Int<16484> with this last upload and I like what I’ve got. It’s interesting to have the mix of human movement and cpu processing speed. If I hit the right speed I’m able to get a steady half and half but the division is along the vertical axis to the eye. That POV component does come into play as the blade style (still just solid color) switches. It’s like a “superposition” of color where it’s both blue and green. Dope!

Cool, yeah I updated the library to <16384> in last update. It won’t ever be on the level of the POV capability but it’s something fun you can load up without taking up a ton of FLASH memory.

When choosing the disassemble retraction option in Audio Rotoscope Single Color Original Trilogy, the blade preview completely stops animating and the following error pops up in the space under the buttons to control it: Mult:Expected FUNCTION but got BendTimePowInvXClass[id = 344076330] for argument 1 (FUNCTION1)

Thanks, I’ll have look. Are those the only options selected?

I found the error, typo in the script. This should be fixed. You’ll need to refresh the page, bottom right corner should say:

OS7.8 v1.015