ProffieOS7 Style Library - Early Access Beta Testing Thread

@Fett263 - yes, Thank you, I’m aware - the config tool is adding it, so I thought I’d try it.

I still get the issue removing it and compiling it. I get 0,2,4 colors/fonts and cannot select 1,3,5 - it just skips them. I can upload a video if it’s helpful.

with “special abilities” set to:

Please remove screenshots, the aren’t necessary and take up server space.

On the saber it “skips” phases? Can you hook up to Serial Monitor in Arduino > Tools and see what it outputs when you’re changing?

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@Fett263 Thank you for taking a look. here is what I gleam from the serial.
I see the event fire + the turn (special ability) and then it fires off 2x changes - here is the truncated version - full serial output via pastebin link at bottom.

EVENT: Power-Pressed#1 ON millis=11429394
EVENT: Power-Pressed ON millis=11429394
Playing KyberWorkshop/alt004/hum.wav
channels: 1 rate: 44100 bits: 16
EVENT: ?47 mods Power ON millis=11429618
EVENT MENU TURN RIGHT
unit = 1 vol = 0.50, Playing KyberWorkshop/alt005/hum.wav
channels: 1 rate: 44100 bits: 16
unit = 4 vol = 0.50, Playing KyberWorkshop/altchng.wav
channels: 1 rate: 44100 bits: 16
unit = 5 vol = 0.50, Playing KyberWorkshop/alt000/hum.wav
channels: 1 rate: 44100 bits: 16
unit = 6 vol = 0.50, Playing KyberWorkshop/altchng.wav
channels: 1 rate: 44100 bits: 16
EVENT: Power-Released#1 ON millis=11430090
EVENT: Power-Released ON millis=11430091
EVENT: Power-Pressed#1 ON millis=11431022
EVENT: Power-Pressed ON millis=11431022
EVENT: Power-Released#1 ON millis=11431084
EVENT: Power-Released ON millis=11431084

pastebin - serial output

The expanded output shows it is going alt005 > alt000 > alt001 > alt002 > alt003 as expected, so it doesn’t appear to be skipping numbers, maybe you set the alts up differently than you think? I would check your fonts.

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agreed, I see the style fire, but the color never comes up. Take a look at the vid - I’ll delete after. This is using the “kyber workshop” sound font with matched colors per blade/font.

here is the style from the os7 style builder

Default: Hyper Responsive Rotoscope (Light) [BaseColorArg]
1: Rotoscope - Single Color (Original Trilogy) [AltColorArg]
2: Audio Rotoscope - Single Color (Original Trilogy) [AltColor2Arg]
3: Hyper Responsive Rotoscope (Subdued) [AltColor3Arg]
4: Cal Kestis Survivor Red [OffColorArg]
5: Rotoscope (Subtle) [SwingColorArg]
...
*This style REQUIRES Alt Fonts alt000/ to alt005/ to be set up. Uses altchng.wav on change.

font folder has alt000 (default / white), alt001(#1 Blue), alt002 (#2 green), alt003 (#3 purple), alt004 (#4 Red), alt005 (#5 yellow)

here is a video link -
Demo Video Of Issue

Can you provide full style code the library generates, you’re missing some of the info I need to track down the cause?

here you go - its also in my previous post as a whole config via pastebin if that helps more… again thank you for making such a cool toolkit and supporting it (even if I’m doing something idiotic vs bug)

using KyberWorkshop = 
/*--------------------------------- KyberWorkshop* -------------------------
copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263library.com/early-access/#CustomBlade
OS7.8 v1.015
Single Style
Multi Phase (Special Abilities*)
Default: Hyper Responsive Rotoscope (Light) [BaseColorArg]
1: Rotoscope - Single Color (Original Trilogy) [AltColorArg]
2: Audio Rotoscope - Single Color (Original Trilogy) [AltColor2Arg]
3: Hyper Responsive Rotoscope (Subdued) [AltColor3Arg]
4: Cal Kestis Survivor Red [OffColorArg]
5: Rotoscope (Subtle) [SwingColorArg]
Multi Phase Control: use Special Abilities controls to change Phase. Requires Alt Font. Kyber Select Interactive Control: While Blade is On, use selected Special Ability to change color (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 alt005/ to be set up. Uses altchng.wav on change.
See https://pod.hubbe.net/sound/alt_sounds.html for more information.
--Effects Included--
Preon Effects: 0: Emitter Heat Up 1: Disable 2: Disable 3: Disable 4: Full Blade Heat Up 5: Disable [Color:PreonColorArg]
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 V3 [Color: ClashColorArg]
Emitter Effect: Emitter Heat Up [Color: EmitterColorArg]
Battery Level: % Blade (Green to Red)
Special Ability 1: Next Phase
Special Ability 2: Previous Phase
*/
Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrColorCycleX<Int<500>>>,Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,Stripes<15000,-400,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>,Stripes<12000,-200,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<20000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>>,RandomFlicker<Stripes<10000,-2600,RgbArg<ALT_COLOR_ARG,Rgb<0,0,255>>,RgbArg<ALT_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<7710>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,0,255>>>,RgbArg<ALT_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,0,255>>>>,RgbArg<ALT_COLOR_ARG,Rgb<0,0,255>>>,AudioFlicker<Stripes<10000,-2600,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>,Mix<Int<7710>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>>,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>,Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,Mix<PulsingF<Sin<Int<30>,Int<4000>,Int<10000>>>,RgbArg<ALT_COLOR3_ARG,Rgb<118,0,194>>,Stripes<12000,-400,RgbArg<ALT_COLOR3_ARG,Rgb<118,0,194>>,RgbArg<ALT_COLOR3_ARG,Rgb<118,0,194>>,Mix<Int<7710>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<118,0,194>>>,RgbArg<ALT_COLOR3_ARG,Rgb<118,0,194>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<118,0,194>>>>>,RgbArg<ALT_COLOR3_ARG,Rgb<118,0,194>>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<2000>>,Int<6000>,Int<2000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<4000>>,Int<-2600>,Int<-3600>>,RgbArg<OFF_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<12000>,Black,RgbArg<OFF_COLOR_ARG,Rgb<255,0,0>>>,Pulsing<RgbArg<OFF_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<8000>,Black,RgbArg<OFF_COLOR_ARG,Rgb<255,0,0>>>,1000>>,Mix<Sin<Int<16>,Int<32768>,Int<18000>>,RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>,Stripes<12000,-200,RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<20000>,Black,RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>,RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>,Mix<Int<16448>,Black,RgbArg<SWING_COLOR_ARG,Rgb<255,255,0>>>>>>,AlphaL<TransitionEffect<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,0>>,AlphaL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,0>>,Int<0>>,TrInstant,TrConcat<TrFade<1000>,Red,TrFade<1000>,Orange,TrFade<1000>>,EFFECT_IGNITION>,SmoothStep<IntArg<EMITTER_SIZE_ARG,-713>,Int<-6000>>>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<1>>,Int<6>>,Int<-1>>,EFFECT_USER1>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<-1>>,Int<6>>,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>,AlphaL<TransitionEffectL<TrSelect<Scale<ClashImpactF<>,Int<0>,Int<4>>,TrConcat<TrInstant,AlphaL<RotateColorsX<Int<2506>,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>,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<8000>,Int<12000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<600>>>>,TrWaveX<RotateColorsX<Int<2506>,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>,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>>>>,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<1500,-3000,RotateColorsX<Int<2506>,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>,Mix<Int<16384>,Black,RotateColorsX<Int<2506>,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>>>>,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>>>>,TrConcat<TrInstant,RotateColorsX<Int<2506>,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,TrConcat<TrInstant,RotateColorsX<Int<2506>,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,0>>>,TrFadeX<Scale<ClashImpactF<>,Int<300>,Int<500>>>>>,EFFECT_CLASH>,Scale<ClashImpactF<>,Int<24000>,Int<32768>>>,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<RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>,RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>,Mix<Int<12850>,Black,RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>>>,AlphaL<AudioFlicker<RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>,Mix<Int<10280>,Black,RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>>>,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>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>,AlphaL<RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>,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,RotateColorsX<Int<2266>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,0>>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,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,15992>,Int<98304>>>>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>,TransitionEffectL<TrSelect<AltF,TrConcat<TrExtendX<WavLen<EFFECT_PREON>,TrFade<100>>,AlphaL<HumpFlickerL<Mix<Trigger<EFFECT_PREON,Mult<WavLen<EFFECT_PREON>,Int<24000>>,WavLen<EFFECT_PREON>,Int<500>>,RgbArg<PREON_COLOR_ARG,Rgb<255,255,255>>,White>,20>,SmoothStep<IntArg<PREON_SIZE_ARG,404>,Int<-3000>>>,TrFade<200>>,TrInstant,TrInstant,TrInstant,TrConcat<TrFadeX<Mult<WavLen<EFFECT_PREON>,Int<8192>>>,Red,TrFadeX<Mult<WavLen<EFFECT_PREON>,Int<8192>>>,Orange,TrFadeX<Mult<WavLen<EFFECT_PREON>,Int<8192>>>,White,TrFadeX<Mult<WavLen<EFFECT_PREON>,Int<8192>>>>,TrInstant>,EFFECT_PREON>,TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrWipe<1000>>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<BatteryLevel,Int<-10>>>,TrWipeIn<1000>>,EFFECT_BATTERY_LEVEL>>;
/* Add to preset as StylePtr<KyberWorkshop>() */

I’d noticed that too when I tested the fallen survivor recipe. It does cycle through all of the alt fonts/blade colours but it’s really sensitive so does often skip through a couple instead of just going next colour. Figured it was just my technique. Will test it out a bit more today and report back.

You made a bunch of changes and comments in your config, try the original output from the config tool, I don’t see anything in the style that would cause so it maybe from the changes you made. Let’s rule that out, I can’t troubleshoot changes you made.

It shouldn’t do that, check your Serial Monitor you may have a button that is sticking.

Removed all comments = same result.
rolled back to the original config (GIT) = same result.

thanks for all your help, I’ll get it figured out dont waste your time on this unless you get more comments/issues around it.

Wait, you have the style on 2 blades in your preset. You can’t use multiple Control layers in one preset as it will cause all kinds of conflicts. That’s why this note is in the library and style. You need to make a version without a Control layer for the other blades in your preset. See Control layer check box in library under Special Ability selection.

See NOTE


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

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Excellent catch!! and now it works flawlessly!! (as you intended and I failed to do correctly.)

I read that as “you can’t have 2x different control layers” vs reusing the same style for 2 blades (main and crystal chamber) … so for clarity, all of a given preset can not use more than one style with a control layer even if it’s the same style duplicated. does that imply it makes an instance of the style per preset entry?

Yes, the “Control Layer” is a new concept in OS7, while it exists in a style it’s actually running the entire preset. If you have two control layers, whether the same or different, in a preset they will end up conflicting, repeating or causing other issues with each other. So only one blade in each preset can contain a Control Layer style.

By default the library assumes you will only have one Main Blade per preset so the Main Blade style will take on the control layer, the library then expects you to use an Accent, Secondary or Crystal style for all other blades so they will not contain a control layer. If you’re going to reuse your Main Blade style on other blades in a preset you will want to generate the same code but uncheck the “Control Layer” box and use it as a separate style.

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What’s the Control Layer in “non-marketing” terms?
Is that USER effects triggered by TrDoEffectAlwaysX?

Depends on the style, it’s a layer that is working with my prop or doing something in place of the prop to “control” something. Not all EFFECT_USERX transitions are controls. The library knows which are controls and which are regular transitions and enables or disables based on the check box below Special Abilities.

Tested the library a bit more just now, not assuming you had time to work on it. It’s been a busy summer :slight_smile:

Everything works immediately without having to bypass the cache until Party Mode V1 is selected, then the buttons good dead across this page. Something I did not try yesterday was Party Mode 2, which seems to be working.

A simple refresh gets everything back up and running after the PMV1 button issue disables them (no cache bypass needed).

Console output for V1:


library-7-01-5.js?ver=1:104 Uncaught TypeError: Cannot read properties of null (reading 'value')
    at newColor (library-7-01-5.js?ver=1:104:86)
    at getArgumentColor (library-7-01-5.js?ver=1:93:11)
    at colorSelection (library-7-01-5.js?ver=1:608:337)
    at getSpecialAbility (library-7-01-5.js?ver=1:624:652)
    at checkSpecialAbility (library-7-01-5.js?ver=1:619:129)
    at changeSpecialAbility (library-7-01-5.js?ver=1:622:38)
    at enhanceMain (library-7-01-5.js?ver=1:405:211)
    at useRecipe (library-7-01-5.js?ver=1:401:22)
    at HTMLInputElement.onclick (VM33 :1:1)

I just finished uploading the changes so you were still using the old version, took a while to track down the bug. One of the settings in Party Mode V1 conflicted with a fix in the last update and would prevent the button script from running, it’s fixed now.

You’ll need to refresh your page, the bottom right should say:

OS7.8 v1.016

OS7.8 v1.016 is lookin good! Thanks!

Good to hear, yeah that was one of those where a fix in one place caused a problem in another place and until someone runs into it I am unaware. If anything else pops up just report.

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