ProffieOS7 Style Library - (Phase 2 Early Access) Q & A Thread

I’ll have a look this weekend, I’m currently traveling.

This has been fixed, you’ll need to refresh page to get update.

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I’m getting a popup:
“Missing Retraction Effect Code”

I can’t say what triggers it per-se, I think while changing some fields in the enhancements screen, and ultimately when clicking “Get Style Code”. However, the style copy/pasted fine.

Post the style code you generated when it appeared, it will tell me which options you had selected. Then I can take a look tomorrow.

/* copyright Fett263 Visions (Primary Blade) OS7 Style

OS7.8 v1.015
This Style Contains 648 Unique Combinations
Style Options:
Default (0): The Duel: Ronin
1: The Duel: Bandit Leader
2: The Twins: Karre

Base Color: BaseColorArg (0)

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

*This style REQUIRES Alt Fonts alt000/ to alt00-1/ to be set up. Uses altchng.wav on change.
See ProffieOS Documentation: Alt Sounds for more information.
–Effects Included–
Ignition Effect Options: Default (0): SparkTip Ignition, 1: Cycle Up, 2: Lightning Strike [Color: IgnitionColorArg]
PowerUp Effect Options: Default (0): Power Flash, 1: Rey TROS Spark, 2: Power Burst Emitter [Color: AltColor2Arg]
Retraction Effect Options: Default (0): Standard Retraction, 1: Center In, 2: Center Out + Fade (Blade Angle Position) [Color: RetractionColorArg]
CoolDown Effect Options: Default (0): Power Burst Reverse, 1: Unstable Cool Down Center Out [Color: Rgb<0,255,17>]
PostOff Effect Options: Default (0): Emitter Cool Off (Emitter Size), 1: Emitter Glow (Preon Size) [Color: EmitterColorArg]
Lockup Effect: Intensity Lockup V1, Begin Effect: Real Clash, End Effect: Localized 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 Ripple, Blast Fade (Large) [Color: BlastColorArg]
Clash Effect: Real Clash V3 [Color: ClashColorArg]
Swing Effect Options: Default (0): Flame Thrower Swing, 1: Force Boost AudioFlicker Swing (Scaled Responsive Edge) [Color: AltColor3Arg]
Emitter Effect: Flickering Flare [Color: EmitterColorArg]
Emitter Off Effect: Base Color Pulse (One-Time Preset Indicator) [Color: EmitterColorArg]
Rain Effect: Rain Dent [Color: EmitterColorArg]
Battery Level: Blade Location (Green to Red)
Display Volume: % Blade [Color: LBColorArg]
Special Ability 1: Toggle Swing Change (Random / Party Mode) Uses tr.wav #0 on toggle
Special Ability 5: Ignite - Play Sound Uses tr.wav #0
*/

Hmm, this is a Phase 1 style but I can’t replicate the error. If it pops up again make note of the selections you made, the error would generate on the selection that is at fault. Just post in the Phase 1 Q & A thread, there are different threads for each Phase as the backend code is very different.

All the Color Blend options in the Blade Style Builder don’t seem to be working for me.

I see the issue, I’ll get it fixed in the next day or two and will post the update.

There seems to be something weird going on with the post off options in the multi phase builder. I had emitter spark selected as a post off, the comment section said that emitter spark was in the style, but it didn’t show in the preview or work once the blade style was uploaded to the board. If I close the preview screen with the X in the top right corner and reopen it, it gets stuck on whatever I had selected last time. Clicking the refresh button at the top of the screen doesn’t do anything.

For example, if I build a blade style with a sparking post off, it won’t have a post off. If I close the preview screen and reopen it, the post off with work, but if I change it to emitter cool off, for example, it doesn’t actually change in the preview or code. If I close the preview screen and reopen it, then it gets stuck on the cool off post off, and so on.

Just ran into a similar bug with the “save alt” option in the multi phase builder. The box was checked when I copied the blade style, but it didn’t work when uploaded to the board. After closing the preview and reopening it, copying the style, and reuploading it to the board, it is now working.

Working on these as well, should have an update by the weekend.

Question: the turning on and off the Rain effect is that only achieve on multiphase (special abilities*) or is there another style that can do it?

“Toggle Rain Mode” is it’s own Special Ability

In the multi-phase or is it a drop down of some other style that it’s not Style Builder?

Special Abilities 1 ~ 4 in the Phase 2 (Early Access) Library

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oops i’m using phase 1 ok.

These have been fixed, you’ll need to refresh the library to get new scripts.

When I chose CODA from the Greyscale styles section a lot of the recipe is missing when clicking Main Blade. The popup with details about the selections made it easy to fix manually. But the swing effect and maybe the main bladestyle are the only selections auto chosen.

/* copyright Fett263 Greyscale (Primary Blade) OS7 Style
https://fett263library.com/early-access/#Greyscale
OS7.12 v2.222
Single Style
Base Style: CODA (Rolling Pulse with Unstable Swing)

Base Color: BaseColorArg (0)

--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
*/
StylePtr<Layers<Layers<Mix<Sin<Int<3>>,AudioFlicker<RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>,Stripes<5000,-90,Mix<Int<21200>,Black,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>,Mix<Int<16384>,Black,RotateColorsX<Int<30000>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>>,Mix<Int<12632>,Black,RotateColorsX<Int<31000>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>>,Mix<Int<16384>,Black,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>>>,AudioFlicker<RotateColorsX<Int<31000>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>,Stripes<5000,-90,Mix<Int<21672>,Black,RotateColorsX<Int<31000>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>>,Mix<Int<26736>,Black,RotateColorsX<Int<31000>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>>,Mix<Int<26736>,Black,RotateColorsX<Int<28000>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>>,Mix<Int<21000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>>>>,AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Int<31600>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>,Black>,Black,RotateColorsX<Int<31600>,RgbArg<BASE_COLOR_ARG,Rgb<30,144,255>>>,Black>,SwingSpeed<525>>>,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<AlphaL<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<22000>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,300>>,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<22000>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<20000>,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>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,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,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,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>>>(),

Looks like I need to fix a few of those recipes. I have a few additions in the works as well so I’ll try to fit this in this weekend.

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Just tried out the interactive blasts, and I gotta say, I don’t like that I have to wait for blast.wav to be over until I can react to the blast. Makes it feel like there’s too much down time, and with different lengths of .wav’s, I find that I keep deflecting too early when there’s a slightly longer .wav after I get a rhythm going.