Post the style code the library generated and I’ll have a look.
the previous one didn’t have it. but here it is.
/* copyright Fett263 Rotoscope (Primary Blade) OS7 Style
https://fett263.com/fett263-proffieOS7-style-library.html#Rotoscope
OS7.11 v1.016-p
This Style Contains 972 Unique Combinations
Style Options:
Default (0): Hyper Responsive Rotoscope (Original Trilogy)
1: Hyper Responsive Rotoscope (Prequels)
2: Hyper Responsive Rotoscope (Sequels)
Base Color: BaseColorArg (0)
--Effects Included--
Ignition Effect Options: Default (0): Dual Mode Wipe (Down = Fast), 1: SparkTip Ignition [Color: IgnitionColorArg]
PowerUp Effect Options: Default (0): Disable, 1: Power Flash, 2: Unstable Power Up Forward [Color: IgnitionColorArg]
Retraction Effect Options: Default (0): SparkTip Retraction, 1: Dual Mode Wipe In (Up = Fast), 2: Metal Forge (Cool Down) [Color: RetractionColorArg]
CoolDown Effect Options: Default (0): Disable, 1: Power Flash, 2: Power Burst Reverse [Color: RetractionColorArg]
PostOff Effect Options: Default (0): Disable, 1: Battery Glow (Emitter Size), 2: Emitter Cool Off (Emitter 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 (Randomly Selected): Blast Wave (Random), Blast Wave (Sound Based), Blast Ripple Fade [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Swing Effect Options: Default (0): Disable, 1: Interactive Ice Blade (Force Effect) [Color: SwingColorArg]
Battery Level: % Blade (Green to Red)
Display Volume: % Blade [Color: BaseColorArg]
Battery Monitor: Passive Battery Monitor (Boot & Change Preset)
Swing Option 1- Interactive Ice Blade (Force Effect) Interactive Control: Force to freeze blade, clashes will break ice.
*/
StylePtr<Layers<ColorSelect<IntArg<STYLE_OPTION_ARG,0>,TrInstant,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<24000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-1400>,Int<-100>>,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<14000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-4000>,Int<-400>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,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>>>>,ColorSelect<IntArg<SWING_OPTION_ARG,0>,TrInstant,AlphaL<Black,Int<0>>,ColorSelect<IncrementWithReset<EffectPulseF<EFFECT_FORCE>,ThresholdPulseF<IncrementWithReset<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_STAB>>,EffectPulseF<EFFECT_FORCE>,Int<32768>,Scale<ClashImpactF<>,Int<3000>,Int<14000>>>,Int<32600>>,Int<1>>,TrSmoothFadeX<Int<2000>>,AlphaL<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Int<0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,ColorSelect<IncrementWithReset<EffectPulseF<EFFECT_FORCE>,ThresholdPulseF<IncrementWithReset<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_STAB>>,EffectPulseF<EFFECT_FORCE>,Int<32768>,Scale<ClashImpactF<>,Int<3000>,Int<14000>>>,Int<32600>>,Int<1>>,TrSelect<IncrementWithReset<EffectPulseF<EFFECT_FORCE>,Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_STAB>>,Int<1>>,TrSmoothFadeX<Int<3000>>,TrWipeSparkTipX<BrownNoiseFlicker<RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>,White,200>,WavLen<EFFECT_FORCE>>>,AlphaL<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Int<0>>,AlphaL<Stripes<22000,-20,RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<18000>,Black,RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>>>,SmoothStep<Sum<Int<33000>,IncrementWithReset<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_STAB>>,EffectPulseF<EFFECT_FORCE>,Int<33000>,Scale<Scale<ClashImpactF<>,Int<3000>,Int<14000>>,Int<-3000>,Int<-14000>>>>,Int<-1>>>>>,TransitionEffectL<TrSelect<IntArg<IGNITION_POWER_UP_ARG,0>,TrInstant,TrConcat<TrJoin<TrDelayX<IgnitionTime<300>>,TrInstant>,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,TrFade<1000>>,TrConcat<TrJoin<TrDelayX<IgnitionTime<300>>,TrInstant>,Stripes<3000,-3500,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,RandomPerLEDFlicker<Mix<Int<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,Black>,BrownNoiseFlicker<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,200>,RandomPerLEDFlicker<Mix<Int<3137>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>>,TrFade<800>>>,EFFECT_IGNITION>,TransitionEffectL<TrSelect<IntArg<RETRACTION_COOL_DOWN_ARG,0>,TrInstant,TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,TrFade<1000>>,TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,Stripes<5000,2500,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<7710>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<3855>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<800>>>,EFFECT_RETRACTION>,TransitionEffectL<TrRandom<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>>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>>,AlphaL<Remap<CenterDistF<Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>>,Stripes<1600,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>,Int<32000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>>>>>,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<IntArg<IGNITION_OPTION_ARG,0>,TrWipeX<Scale<IsLessThan<BladeAngle<>,Int<16000>>,IgnitionTime<300>,Mult<IgnitionTime<300>,Int<16384>>>>,TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrSelect<IntArg<RETRACTION_OPTION_ARG,0>,TrWipeInSparkTipX<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInX<Scale<IsLessThan<BladeAngle<>,Int<16000>>,Mult<RetractionTime<0>,Int<16384>>,RetractionTime<0>>>,TrConcat<TrFadeX<BendTimePowInvX<RetractionTime<0>,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Hi @Fett263
Starting to implement using your special abilities (so far so good once i got my head around it)
However is there a trick to get the power+twist working consistently.
Is there any timing involved or anything – or is there an amount of twist needed or speed?
Just getting around 5% success on it
Love the ability though – great great work on implementing it loving altfont
First, make sure you’re on 7.11, there’s an update to the control to help with a few things.
It’s pretty simple hold down the button and turn your hilt about a quarter turn (give or take) in one direction (right or left depending on the Special Ability).
Now, keep in mind if you’re on 1 button pointing up or parallel vs pointing down is a different Special Ability.
There’s no “trick”, technically Special Abilities are even easier than the Twist On and Twist Off controls because you only need to go in one direction. Just be sure you press the button down BEFORE you start the turn, if you’re turning and then press the button it won’t start to count the quarter turn until after the button is pressed, otherwise it’s really a straightforward control.
Of course, I’m assuming you have the define added to your config AND your style supports Special Abilities AND you set the font up according to the style requirements. The information at the top of the style include all information, if you didn’t set everything up correctly then abilities won’t run AND it’s different for each style depending on what you’re selecting.
Also, make sure you didn’t add two control layers to one preset, as instructed in the style code information. If you have multiple control layers in one preset you will create a number of issues.
Yeah, there’s a bug in that selection, I might not be able to fix until the weekend, I’m trying to get Phase 2 prepped for launch and have a ton on my plate. I’ll update when it’s fixed.
// Memory Saving defines / New Functionality
//#define DISABLE_DIAGNOSTIC_COMMANDS
#define COLOR_CHANGE_DIRECT
#define DISABLE_BASIC_PARSER_STYLES
#define EXTRA_COLOR_BUFFER_SPACE 60
#define FETT263_SPECIAL_ABILITIES
#define NO_REPEAT_RANDOM
#define FETT263_DISABLE_COPY_PRESET
// Support inverted install proffieboard
// #define ORIENTATION ORIENTATION_USB_TOWARDS_BLADE
//#define ENABLE_ALL_EDIT_OPTIONS
//#define FETT263_EDIT_SETTINGS_MENU
#define FETT263_TWIST_ON_NO_BM
#define FETT263_TWIST_ON
#define FETT263_TWIST_OFF
#define FETT263_MOTION_WAKE_POWER_BUTTON
#define FETT263_THRUST_ON
#define FETT263_HOLD_BUTTON_LOCKUP
#define FETT263_LOCKUP_DELAY 200
#define FETT263_RANDOMIZE_QUOTE_PLAYER
// Timesout For Clash/Gestures (60s * 5 * 1000ms = 5 minutes)
#define MOTION_TIMEOUT 60 * 5 * 1000
// Timeout for Crystal Chamber (60s * 5 * 1000ms = 5 minutes)
#define IDLE_OFF_TIME 60 * 6 * 1000
/*Jedi KillerProffie OS7.11 w/ Fett263 buttons************************** - Pastebin.com << entire config file
These are the top section presets
Am on 7.11, running one of your multi-phase styles with ability 1 defined as next phase.
It definitely works – just clearly not quite got the hang of the exact movement.
Need practice obviously.
Which preset? Also need the style code you set up for your using functions in that preset as all of the important information is missing from your config.
/*--------------------------------- DUAL_DARTH -------------------------
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: Hyper Responsive Rotoscope (Original Trilogy) [BaseColorArg]
1: Unstable Erratic [BaseColorArg]
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 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]
PowerUp Effects: 0: Disable 1: Unstable Power Up Forward [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 (Randomly Selected): Blast Wave (Sound Based), Blast Fade (Sound Based), Responsive Blast Wave (Sound Based), Responsive Blast Fade (Sound Based) [Color: BlastColorArg]
Clash Effect: Real Clash V3 [Color: ClashColorArg]
Special Ability 1: Next Phase
*/
using DUAL_DARTH = Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrColorCycleX<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<255,0,0>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,StaticFire<StripesX<Int<3000>,Scale<SlowNoise<Int<2000>>,Int<-1000>,Int<-5000>>,BrownNoiseFlicker<Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Black,100>,RandomPerLEDFlicker<Mix<Int<7710>,Black,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,Mix<Int<1285>,Black,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,Mix<Int<3212>,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,White>,Mix<Int<16384>,Black,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,Mix<Int<10280>,Black,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,0,5,3,3000,0>>,TransitionEffectL<TrSelect<AltF,TrInstant,TrConcat<TrJoin<TrDelayX<IgnitionTime<300>>,TrInstant>,Stripes<3000,-3500,Mix<Int<5532>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,RandomPerLEDFlicker<Mix<Int<7710>,Black,Mix<Int<5532>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>,Black>,BrownNoiseFlicker<Mix<Int<5532>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<3855>,Black,Mix<Int<5532>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>,200>,RandomPerLEDFlicker<Mix<Int<3137>,Black,Mix<Int<5532>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>,Mix<Int<3855>,Black,Mix<Int<5532>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>>>,TrFade<800>>>,EFFECT_IGNITION>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,ModF<Sum<AltF,Int<1>>,Int<2>>,Int<-1>>,EFFECT_USER1>,TransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaMixL<Bump<EffectPosition<EFFECT_BLAST>,Scale<WavLen<>,Int<9000>,Int<12000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<000>>,Scale<WavLen<>,Int<9000>,Int<13000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>>,EFFECT_BLAST>,AlphaL<TransitionEffectL<TrSelect<Scale<ClashImpactF<>,Int<0>,Int<4>>,TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>,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<8000>,Int<12000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<600>>>>,TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>,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>>>>,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,RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>,Mix<Int<16384>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>>>>,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,RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>,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<RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>>,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<191,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,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<191,255,255>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<191,255,255>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<191,255,255>>,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>>;
/*
Add to preset as StylePtr<DUAL_DARTH>()
--------------------------------------------------------------------------*/
That’s only one style, I need to see all 6 you have in that preset.
/*--------------------------------- DUAL_DARTH_ACCENT -------------------------
copyright Fett263 CustomBlade (Accent LED / PCB) OS7 Style
https://fett263.com/fett263-proffieOS7-style-library.html#CustomBlade
OS7.11 v1.016-p
Single Style
Multi Phase (Special Abilities*)
Default: Fallen Order Second Sister [BaseColorArg]
1: Unstable Erratic [BaseColorArg]
Off Behavior: Cylon (Small) [Color: OffColorArg]
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.
*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: Cycle Up [MILLIS: 300, BEND: 16384] 1: Glitch On [MILLIS: 1500, BEND: 16384] [Color:IgnitionColorArg]
PowerUp Effects: 0: Disable 1: Power Surge (Unstable V2) [Color:IgnitionColorArg]
Retraction Effect: Cycle Down [Color: RetractionColorArg]
Lockup Effect: Full Blade Lockup (Absorb) [Color: LockupColorArg]
LightningBlock Effect: Lightning After Effect [Color: LBColorArg]
Blast Effect: Full Blade Blast Fade [Color: BlastColorArg]
Clash Effect: Flash on Clash (Full Blade) [Color: ClashColorArg]
Special Ability 1: Next Phase
*/
using DUAL_DARTH_ACCENT = Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrColorCycleX<Int<1000>>>,StripesX<Int<1500>,Scale<SlowNoise<Int<2500>>,Int<-3000>,Int<-5000>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<10280>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<2570>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,StaticFire<StripesX<Int<3000>,Scale<SlowNoise<Int<2000>>,Int<-1000>,Int<-5000>>,BrownNoiseFlicker<Mix<NoisySoundLevel,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,Black,100>,RandomPerLEDFlicker<Mix<Int<7710>,Black,Mix<NoisySoundLevel,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,Mix<Int<1285>,Black,Mix<NoisySoundLevel,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,Mix<Int<3212>,Mix<NoisySoundLevel,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,White>,Mix<Int<16384>,Black,Mix<NoisySoundLevel,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>>,Mix<Int<10280>,Black,Mix<NoisySoundLevel,Mix<Int<9640>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<255,0,0>>>>,0,5,3,3000,0>>,TransitionEffectL<TrSelect<AltF,TrInstant,TrConcat<TrInstant,HumpFlickerL<RgbArg<IGNITION_COLOR_ARG,Rgb<149,0,0>>,40>,TrFade<1200>>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,TrFade<300>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<CLASH_COLOR_ARG,Rgb<191,255,255>>,TrFade<300>>,EFFECT_CLASH>,LockupTrL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Int<0>>,TrInstant,TrConcat<TrInstant,Strobe<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Blue>,50,1>,TrFade<1000>>,SaberBase::LOCKUP_LIGHTNING_BLOCK>,InOutTrL<TrSelect<AltF,TrColorCycleX<BendTimePowInvX<Int<300>,Int<16384>>>,TrConcat<TrJoin<TrDelayX<Mult<Int<1500>,Int<16384>>>,TrWipeX<Mult<Int<1500>,Int<16384>>>>,Mix<SmoothStep<NoisySoundLevel,Int<-1>>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<149,0,0>>>,TrWipeX<Mult<Int<1500>,Int<16384>>>>>,TrColorCycleX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Mix<LinearSectionF<Sin<Int<20>>,Int<2000>>,Black,RgbArg<OFF_COLOR_ARG,Rgb<132,0,3>>>>>;
/*
Add to preset as StylePtr<DUAL_DARTH_ACCENT>()
--------------------------------------------------------------------------*/
That’s the only other new style – the rest are from OS6 library so assuming aren’t going to contribute to any weirdness
OK, styles check out. You only have Special Ability 1 active so you need to hold PWR and turn your hilt to the right about a 1/4 turn to trigger.
Your font contains the alt000/ and alt001/ set up correct?
*This style REQUIRES Alt Fonts alt000/ to alt001/ to be set up. Uses altchng.wav on change.
Yep – for that one i simply have hum01.wav in the alt000/alt001 and an altchng.wav to play during transition.
Just more practice needed then
There’s so many different approaches / options available in your style library now – it’s bewildering Taking some getting used to
Glad i have a proffie 3.9 board too as my config is already at 67% (or 117% of a 2.2 board)
The 3.9 on my jedi killer works so well though – never stalls out or glitches and can really go wild setting up complex crystal chamber effects (hence the 6 blade setup) being shtok, main, upper and lower single pixel, upper and lower 12 pixel strips
I’d make sure you’re not mixing syntaxes with your using functions (for example OS5 styles with OS6/7 or styles not generated via the library). When you mix syntaxes it wastes a fair amount of memory, as opposed to generating all of your styles from the library with the same syntax (OS6 and 7 are close enough to minimize but if all styles are generated in OS7 library you can save a little more memory as I added additional optimization to many styles). You can also significantly increase available styles by building out option styles and then using the Style Arguments via my Config Tool, especially for PCB, accent and crystal styles. (see video)
Understood, all the styles in-use at present are predominantly generated in OS6 library with just the new ones slowly transitioning.
I need to look into using options as majority of the duplication is just creating multiple styles of the same overall pattern just changing colours
There are some uniques obviously but it would be nice to use preset options to just adjust the colour within each preset via style arguements but all fundamentally using the same code
Yeah, you can definitely free up memory with option styles and style arguments in your case.
So i can see BASE_COLOR_ARG type tags in the code generated already – does that mean any style generated in 7 gets the arguements implemented automatically?
If so, how do you override the colours for example when i’m doing the using functionality – any chance you could show me an example of a colour override in the configfile calling a using function style
Sorry – hope that made sense
You’re selecting the arguments when you pick you colors, i.e. not “Fixed” in the library.
The Config Tool then allows you to set the Style argument according to what the style contains. The video at the top of the tool demoed.
I’m trying to run this custom party mode style, but for some reason it is just using all the default colours, rather than the ones I assigned. It’s supposed to do Purple, Magenta, Dark Orange, Silver, Indigo, Red. But it runs through Blue, Cyan, etc…
It’s Party Mode 2, of that makes a difference?
/* 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 (Swing Change*)
Default: Cal Kestis Survivor Purple [BaseColorArg]
1: Cal Kestis Survivor Magenta [AltColorArg]
2: Cal Kestis Survivor Orange [AltColor2Arg]
3: Cal Kestis Survivor Silver [AltColor3Arg]
4: Cal Kestis Survivor Indigo [Rgb<80,50,210>]
5: Cal Kestis Survivor Red [Rgb<255,0,0>]
Multi Phase Control: Swing 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 alt005/ 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]
Swing Effect: Bright Swing (Scaled Full Blade) [Color: SwingColorArg]
Battery Monitor: Passive Battery Monitor (Change Preset)
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
*/
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