ProffieOS7 Style Library - (Phase 1 Public Access) Q & A Thread

I have moved Phase 1 of my OS7 Library to public access. (Phase 2 for my Early Access Patrons will be launching this week I just need to clean up a few things and put some demos and explanations together.)
https://www.fett263.com/fett263-proffieOS7-style-library.html

I recommend using OS7.11 or later with the library, there were some updates to my prop to work with the new features.
See here: ProffieOS 7.11

There are too many updates to list and I don’t have documentation on everything yet so any questions or bugs should be added to this thread. Be sure to watch the videos at the top to start to understand some of the new capabilities and be sure to read any prompts the library provides as there is a lot of changes for OS7.

In addition, the comment section of the style code includes a lot of very important information regarding the style you generate. This content should remain with your style code at all times, it is necessary for using the styles, editing, updating and troubleshooting any issues. All of the text at the top of the style between /* and */ is ignored by the compiler so it has zero impact on the FLASH memory used.

Example:

/* copyright Fett263 JediSurvivor (Primary Blade) OS7 Style
https://fett263library.com/early-access/#JediSurvivor
OS7.8 v1.015
Single Style
Base Style: Cal Kestis Survivor Blue

Base Color: Kyber Select - BaseColorArg - AltColorArg - AltColor2Arg - AltColor3Arg - Rgb<255,0,255> - Rgb<255,68,0> - Rgb<115,15,240> - Rgb<100,100,150> - Rgb<180,130,0> (0)
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 alt008/ 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 3: Select Random Phase
Special Ability 4: Toggle Swing Change (Random / Party Mode) Uses tr.wav #0 on toggle

*/

For OS7, in particular, the style code now handles certain controls and sounds so this information will be very important when trying to set up and use the style code on your saber.

There’s also so many new features in OS7 that I recommend using the Config Helper Tool as it is specifically designed to help ALL users get the most out of OS7. Be sure to watch the videos and read through everything as this tool will help you enable/disable features and controls, set up presets and optimize your config. It will also generate custom Button/Control lists, Style Option documentation and Supported Sounds lists specific to your saber based on the selections you’ve made.

Additional info here:

Phase 1 Additions:

  • All new Color support - select Color Arguments or use fixed colors for all effects, this will allow you to customize not only the style but what and how you edit.
  • All new Multi-Phase and Multi-Color support - easily build Multi-Phase or Mult-Color (up to 10) styles with a wide range of control options. You can also assign effects to a specific Phase / Color.
  • Special Abilities - one of the biggest additions to OS7 is the new “Special Ability” control options. When combined with my prop and Special Ability style will allow for each style to have up to 8 unique features and controls, opening nearly unlimited potential for how you use and interact with your saber. Each preset can implement it’s own special controls and features giving completely new experiences specific to that preset. Specical Abilities introduce many new concepts, Phase 1 includes a handful there are many more planned for future phases.
  • Alt Font support - where applicable, the library will automatically generate the necessary controls for Alt Fonts to run. If your font is set up to support Alt Font the style will run automatically per your selections, if your font does not contain Alt Font then it is simply not used. Alt Fonts require a specific set up of the font, more information here: ProffieOS Documentation: Alt Sounds
  • Style Recipes - this is a brand new concept, a Style recipe will allow you to easily generate a pre-built style for a specific font (the first two are in support of KyberPhonics new Survivor Bundle with Party Mode) or character. The Recipe will load the basic structure of the style while still allowing you to customize, add, change or remove features. As I’m able to coordinate with more Font makers I will slowly build out more recipes in upcoming updates and Phases. The reason for Recipes is to help font makers offer unique styles, while also keeping them editable and forward compatible. One of the bigger issues I have encountered is as font makers started to include style code in the font, they became more and more outdated and harder for users to update to the latest OS. The Recipe concept allows a font maker to offer a special style while keeping it in the library’s scripts to easily edit and update through future OS versions. The other issue is older OS versions typically waste a lot of memory, so older style code ends up making it harder to add more styles. The library will always optimize the style code to the latest syntax and features to minimize wasted memory.
  • Many new styles and effects have been added, including fully optimized and editable versions of Greyscale’s styles,new styles based on the Jedi Survivor video game as well as the Visual Volume Menu effect option.
  • There’s lots of other changes and additions, so be sure to explore and test everything out.
1 Like

New homework. :+1:

I’m excited to see this in use. Thanks

This is the one I would want as far as trying it out using say Kyberphonic’s Survivor or Survivor 2 with Party Mode, correct?

{ "FallenCustom;common",  "tracks/tracks/none.wav",
/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263.com/fett263-proffieOS7-style-library.html#CustomBlade
OS7.11 v1.016-p
Single Style 
Multi Phase (Special Abilities*)
Default: Cal Kestis Survivor Blue [BaseColorArg]
1: Cal Kestis Survivor Cyan [AltColorArg]
2: Cal Kestis Survivor Green [AltColor2Arg]
3: Cal Kestis Survivor Indigo [AltColor3Arg]
4: Cal Kestis Survivor Magenta [Rgb<255,0,255>]
5: Cal Kestis Survivor Orange [Rgb<255,68,0>]
6: Cal Kestis Survivor Purple [Rgb<115,15,240>]
7: Cal Kestis Survivor Silver [Rgb<100,100,150>]
8: Cal Kestis Survivor Yellow [Rgb<180,130,0>]
 
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 alt008/ 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 *Hold PWR + Turn Right = Special Ability 1 (USER1)
Special Ability 2: Previous Phase *Hold PWR + Turn Left = Special Ability 2 (USER2)
Special Ability 3: Select Random Phase *Hold AUX + Turn Right = Special Ability 3 (USER3)
Special Ability 4: Toggle Swing Change (Random / Party Mode) Uses tr.wav #0 on toggle *Hold Aux + Turn Left = Special Ability 4 (USER4)
 
*/
StylePtr<Layers<ColorSelect<AltF,TrInstant,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,Pulsing<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,1400>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<10000>,Int<5000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2000>,Int<-3000>>,RgbArg<ALT_COLOR_ARG,Rgb<0,255,255>>,Mix<Int<12000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,255>>>,Pulsing<RgbArg<ALT_COLOR_ARG,Rgb<0,255,255>>,Mix<Int<8000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,255>>>,1400>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<4000>,Int<1800>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<2000>,Int<4000>>,Int<-2800>,Int<-4000>>,Mix<Int<16000>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>,Mix<Sin<Int<20>,Int<22000>,Int<32768>>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>,Mix<Int<8000>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<9000>,Int<4000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2400>,Int<-3000>>,RgbArg<ALT_COLOR3_ARG,Rgb<80,50,210>>,Mix<Int<15000>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<80,50,210>>>,Pulsing<RgbArg<ALT_COLOR3_ARG,Rgb<80,50,210>>,Mix<Int<10000>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<80,50,210>>>,600>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<9000>,Int<4000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2000>,Int<-3000>>,Rgb<255,0,255>,Mix<Int<12000>,Black,Rgb<255,0,255>>,Pulsing<Rgb<255,0,255>,Mix<Int<8000>,Black,Rgb<255,0,255>>,800>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<4000>,Int<1800>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<2000>,Int<4000>>,Int<-2800>,Int<-4000>>,Mix<Int<16000>,Black,Rgb<255,68,0>>,Mix<Sin<Int<20>,Int<20000>,Int<32768>>,Black,Rgb<255,68,0>>,Mix<Int<10000>,Black,Rgb<255,68,0>>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Sin<Int<20>,Int<10000>,Int<7000>>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<2000>,Int<4000>>,Int<-2300>,Int<-4000>>,Rgb<115,15,240>,Mix<Int<12000>,Black,Rgb<115,15,240>>,Pulsing<Rgb<115,15,240>,Mix<Int<20000>,Black,Rgb<115,15,240>>,2000>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<4000>,Int<1800>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<2000>,Int<4000>>,Int<-3000>,Int<-4500>>,Mix<Int<16000>,Black,Rgb<100,100,150>>,Mix<Sin<Int<20>,Int<22000>,Int<32768>>,Black,Rgb<100,100,150>>,Mix<Int<8000>,Black,Rgb<100,100,150>>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<3600>,Int<1600>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<2000>,Int<4000>>,Int<-2700>,Int<-4100>>,Mix<Int<16000>,Black,Rgb<180,130,0>>,Mix<Sin<Int<20>,Int<22000>,Int<32768>>,Black,Rgb<180,130,0>>,Mix<Int<8000>,Black,Rgb<180,130,0>>>>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<1>>,Int<9>>,Int<-1>>,EFFECT_USER1>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<-1>>,Int<9>>,Int<-1>>,EFFECT_USER2>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Scale<RandomF,Int<1>,Int<8>>>,Int<9>>,Int<-1>>,EFFECT_USER3>,TransitionPulseL<TrSelect<IncrementModuloF<EffectPulseF<EFFECT_USER4>,Int<2>>,TrInstant,TrDoEffectX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Scale<RandomF,Int<1>,Int<8>>>,Int<9>>,Int<-1>>>,ThresholdPulseF<SwingSpeed<320>,Int<31000>>>,TransitionEffectL<TrDoEffectX<TrInstant,EFFECT_TRANSITION_SOUND,Int<0>,Int<-1>>,EFFECT_USER4>,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,10992>,Int<98304>>>>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),

StylePtr<WHITE>(),"jedi\nfallen order"}

Yrs, that recipe is designed to work with the font.

Currently, the only special ability that triggers a transition sound (tr00.wav) is Party Mode, correct?

In Phase 1 there are several depending on what you’re selecting (I don’t recall them all). In Phase 2 there are a lot more coming.

Do you know if/which sounds are triggered by next phase and previous phase?

If using Multi-Phase or Kyber Select (Special Ability) it uses altchnge, sounds are listed in the Style Information section of the code generated when applicable :wink:

Example:

*This style REQUIRES Alt Fonts alt000/ to alt001/ to be set up. Uses altchng.wav on change.

Oof. Reading is fundamental. Thanks for your help! I’m looking forward to digging into Phase 2 when it launches.

No worries, the Style Information section should always contain as much info as possible so be sure to read through (that’s one of the parts that’s taken a lot of work to get set up). That’s why that comment section is generated and needs to stay with the style code. It is ignored by the compiler so it does not affect FLASH memory but it is very important for setting up your config and using the styles, especially as more of the new features are added.

1 Like

Let me know when or if it’s possible to do the same thing as with the Jedi Survivor blade (alt font w special abilities) for the Clone Wars and Live Action Darksaber. I got a popup saying it’s not supported (yet). :wink:

The alert is telling you something, kinda need to know what that is if you want help or clarification.

I tried to get the exact popup to show again but it won’t now. The steps I took were just beginning to build out the blade in multi phase, selecting Multi Blade (Special Abilities*), selecting Clone Wars Darksaber, then leaving that as the base color. From there select the Live Action Dark Saber and set it to be alt color. Test it on the library’s Style Editor, see that I need to change the base color to silver so I chose silver/grey from the top level of color blocks, and then did the same for the alt color. I left all the effect stuff as-is since they’re the same as the Survivor blade and what it does build ends up having the bladestyle go from Dark Saber into a white blade. What’s odd is that if I don’t select the live action Darksaber and just leave the preselected Unstable Rage blade things work for Clone Wars Darksaber to Unstable Rage. The same if I select a Fire Blade. Maybe it won’t choose live action Darksaber properly?

Here’s the result trying for both Darksabers. I’ll keep messing with it and if I can get the popup to show I’ll post that for ya.

/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263.com/fett263-proffieOS7-style-library.html#CustomBlade
OS7.11 v1.016-p
Single Style 
Multi Phase (Special Abilities*)
Default: Clone Wars Darksaber [BaseColorArg]
1: Live Action Darksaber (Hyper-Responsive) [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 3: Select Random Phase 
Special Ability 4: Toggle Swing Change Uses tr.wav #0 on toggle

*/
StylePtr<Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrFadeX<Int<1000>>>,AudioFlicker<BrownNoiseFlicker<Mix<SwingSpeed<400>,RgbArg<BASE_COLOR_ARG,Rgb<145,145,145>>,Mix<Int<6425>,RgbArg<BASE_COLOR_ARG,Rgb<145,145,145>>,White>>,Stripes<5000,-300,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<145,145,145>>>,Mix<Int<25700>,Black,RgbArg<BASE_COLOR_ARG,Rgb<145,145,145>>>,Mix<Int<1285>,Black,RgbArg<BASE_COLOR_ARG,Rgb<145,145,145>>>,Mix<Int<16384>,Black,RgbArg<BASE_COLOR_ARG,Rgb<145,145,145>>>>,300>,Mix<Int<6425>,RgbArg<BASE_COLOR_ARG,Rgb<145,145,145>>,White>>,Mix<HoldPeakF<SwingSpeed<400>,Scale<SwingAcceleration<>,Int<2000>,Int<4000>>,Int<8000>>,HumpFlicker<RgbArg<ALT_COLOR_ARG,Rgb<145,145,145>>,Stripes<35000,-200,Mix<Int<14000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<145,145,145>>>,Mix<Int<24000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<145,145,145>>>,Mix<Int<28000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<145,145,145>>>>,100>,RgbArg<ALT_COLOR_ARG,Rgb<145,145,145>>>>,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<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Scale<RandomF,Int<1>,Int<1>>>,Int<2>>,Int<-1>>,EFFECT_USER3>,TransitionPulseL<TrSelect<IncrementModuloF<EffectPulseF<EFFECT_USER4>,Int<2>>,TrInstant,TrDoEffectX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<1>>,Int<2>>,Int<-1>>>,ThresholdPulseF<SwingSpeed<320>,Int<31000>>>,TransitionEffectL<TrDoEffectX<TrInstant,EFFECT_TRANSITION_SOUND,Int<0>,Int<-1>>,EFFECT_USER4>,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<65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Not sure I follow, if the library is producing the style code AND the style code works, what’s the issue? If you have an issue I need the details of what the site is telling you -or- what you did, if it’s working there’s nothing for me to look at.

Let’s keep this thread to detailed issues or usage questions I don’t have time to chase things that are already working.

The Live Action Darksaber bladestyle appears different. It plays a flickering or pulsing blade.

As to the other part, It’s not giving the pop up note anymore so that’s solved.

what doesn’t work? Both styles above work perfectly fine for me. The Live Action Darksaber effect is not the same as the animated series, watch the demo video for how it should look.

Ahhh. That explains it. My bad. You went canon visual for the live action version of the bladestyle.

Thanks!

SOLVED: The Live Action Darksaber is a different visual than the animated series version.

Sure, let’s leave this thread to things that aren’t working, like the code won’t generate or you get a compile error, if the library is producing code that uploads it’s doing it’s job and there’s nothing for me to look at. If you get a pop up it’s because I programmed it to prompt you about something, it took a long time to program all of the possible combos so maybe take a minute and read what the pop up says in the future, in every case it’s telling you to make some selection or fix what you did wrong and if you do it then it will produce the code for you.

Yessir. Again, thanks. RTFI firmly ingrained going forwards.

ProffieOS7 Style Library Live Discussion - Tonight (10/5) 9:00pm EST

Join me for a discussion on Phase 1 now that it is available for public access and the introduction of Phase 2 of my Style Library for my Early Access Patrons.
I’ll be reviewing Phase 1 for those not familiar and discussing some of the new features, capabilities and interfaces for Phase 2’s Early Access including:

  • New styles and recipes
  • Interactive Preons
  • Interactive Blast
  • New Lockup, Lightning Block, Melt and Drag capabilities
  • New Special Abilities
  • Future Updates
    and more!
    I’ll also try to answer questions on Phase 1 or 2 as they come in.
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