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

This has been fixed, it was actually when an Overlay and Delay were combined with this Special Ability, just a typo in the script.

OK, this one was tricky to track down, there’s actually an obscure bug in my prop in OS7.11 so Special Ability 1 & 2 on a 2 button set up can’t run Rain Mode correctly. I’ll work on a fix to the prop and submit for OS7.12.
In the interim, IF you’re running a 2 button set up Rain Mode runs perfectly fine on Special Ability 3 & 4. Unfortunately, for 1 button sabers all 4 Special Abilities have the bug. This bug only affects Rain Mode though so that’s why it hasn’t popped up until now. I’ll probably need a few days to fix the prop, test and get it submitted and merged.
Once updated we’ll want OS7.12 to run things properly.

2 Likes

Fantastic ill try this again tonight and report back

Im getting compilation error stray '\357
And i added the play spund and ignite and changed nothint else to the previous config

Post the style code you generated and I’ll have a look. If it’s a specific style causing i only need the code the library generated not the whole config.

Sorry iv already over wrote it

/* copyright Fett263 Ezra Bridger (Primary Blade) OS7 Style
Fett263's ProffieOS7 Style Library - Early Access Bridger
OS7.11 v2.1
This Style Contains 2 Unique Combinations
Base Style: Ezra Bridger

Base Color: BaseColorArg (0)

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

–Effects Included–
Ignition Effect Options: Default (0): SparkTip Ignition, 1: 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]
Stab Effect: AudioFlicker Stab [Color: StabColorArg]
Interactive Blast: Single Blast - Default Level (Uses Style Option 2 for Editing): 1000 ms
Interactive Blast requires blast.wav files in font. When Blast is triggered blast.wav will play, to deflect blast (blst.wav and visual effect) swing within 1000ms of blaster sound ending.
Blast Effect (Randomly Selected): Blast Wave (Sound Based), Full Blade Blast Fade [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Battery Level: % Blade (Green to Red)
Special Ability 3: Toggle Rain Mode Uses trloop00.wav or trloop/000/000.wav (rain sounds looped)
Special Ability 7: Play Sound - Ignite Uses quote01.wav or quote/001/000.wav

*/
StylePtr<Layers<AudioFlicker<Stripes<23000,-1300,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<11284>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<16384>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,ColorSelect<EffectIncrementF<EFFECT_USER3,Int<2>>,TrFade<100>,AlphaL<White,Int<0>>,AlphaL<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,SparkleF<300,800>>>,TransitionEffectL<TrDoEffect<TrInstant,EFFECT_SOUND_LOOP,0>,EFFECT_USER3>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,199,119>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,199,119>>,TrFade<300>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,199,119>>,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<255,199,119>>,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<255,199,119>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>>,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<255,199,119>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>>>,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<255,199,119>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>,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<255,199,119>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,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>>,TransitionEffectL<TrConcat<TrDelayX<Mult<WavLen<EFFECT_INTERACTIVE_BLAST>,Int<24576>>>,AlphaL<White,Int<0>>,TrDoEffect<TrInstant,EFFECT_GAME_CHOICE>>,EFFECT_INTERACTIVE_BLAST>,TransitionEffectL<TrConcat<TrExtendX<IntArg<STYLE_OPTION2_ARG,1000>,TrInstant>,TransitionPulseL<TrDoEffect<TrInstant,EFFECT_BLAST>,ThresholdPulseF<SwingSpeed<300>,Int<16000>>>,TrInstant>,EFFECT_GAME_CHOICE>,InOutTrL<TrSelect<IntArg<IGNITION_OPTION_ARG,0>,TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,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>,TransitionEffectL<TrConcat<TrDelayX<Int<1000>>,AlphaL<White,Int<0>>,TrConcat<TrInstant,AudioFlickerL<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,TrFade<1200>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrDelayX<Int<1000>>,Black,TrWipeX<Int<300>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrDoEffectAlwaysX<TrDelayX<Int<1000>>,EFFECT_QUOTE,Int<1>,Int<-1>>,AlphaL<White,Int<0>>,TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrWipe<1000>>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<BatteryLevel,Int<-10>>>,TrWipeIn<1000>>,EFFECT_BATTERY_LEVEL>>>(),

Whenever you get an error, keep the style code and post it here. Makes it much easier to track down issues.

Realised i had it on the sd card

That style compiled fine, make sure you didn’t have a typo in the preset.

I cant see where iv gone wrong

// ProffieOS7 Config File
#ifdef CONFIG_TOP
#include “proffieboard_v2_config.h”
#define NUM_BLADES 1
#define NUM_BUTTONS 2
const unsigned int maxLedsPerStrip = 144;
#define VOLUME 1800
#define CLASH_THRESHOLD_G 3.0
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define KEEP_SAVEFILES_WHEN_PROGRAMMING
#define MOTION_TIMEOUT 60 * 15 * 1000
#define IDLE_OFF_TIME 60 * 15 * 1000
#define DISABLE_BASIC_PARSER_STYLES
#define DISABLE_DIAGNOSTIC_COMMANDS
#define ENABLE_ALL_EDIT_OPTIONS
#define FETT263_EDIT_MODE_MENU
#define FETT263_CLASH_STRENGTH_SOUND
#define FETT263_DUAL_MODE_SOUND
#define SAVE_PRESET
#define NO_REPEAT_RANDOM
#define COLOR_CHANGE_DIRECT
#define FETT263_LOCKUP_DELAY 200
#define FETT263_BM_CLASH_DETECT 6
#define FETT263_TWIST_OFF
#define FETT263_TWIST_ON
#define FETT263_SWING_ON_SPEED 450
#define FETT263_SPECIAL_ABILITIES
#define EXTRA_COLOR_BUFFER_SPACE 60
#endif

#ifdef CONFIG_PROP
#include “…/props/saber_fett263_buttons.h”
#endif

#ifdef CONFIG_PRESETS

Preset presets[] = {
{ “Ezra;common”, “Ezra/tracks/ezra.wav”,
/* copyright Fett263 Ezra Bridger (Primary Blade) OS7 Style
Fett263's ProffieOS7 Style Library - Early Access Bridger
OS7.11 v2.1
This Style Contains 2 Unique Combinations
Base Style: Ezra Bridger

Base Color: BaseColorArg (0)

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

–Effects Included–
Ignition Effect Options: Default (0): SparkTip Ignition, 1: 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]
Stab Effect: AudioFlicker Stab [Color: StabColorArg]
Interactive Blast: Single Blast - Default Level (Uses Style Option 2 for Editing): 1000 ms
Interactive Blast requires blast.wav files in font. When Blast is triggered blast.wav will play, to deflect blast (blst.wav and visual effect) swing within 1000ms of blaster sound ending.
Blast Effect (Randomly Selected): Blast Wave (Sound Based), Full Blade Blast Fade [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Battery Level: % Blade (Green to Red)
Special Ability 3: Toggle Rain Mode Uses trloop00.wav or trloop/000/000.wav (rain sounds looped)
Special Ability 7: Play Sound - Ignite Uses quote01.wav or quote/001/000.wav

*/
StylePtr<Layers<AudioFlicker<Stripes<23000,-1300,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<11284>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<16384>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,ColorSelect<EffectIncrementF<EFFECT_USER3,Int<2>>,TrFade<100>,AlphaL<White,Int<0>>,AlphaL<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,SparkleF<300,800>>>,TransitionEffectL<TrDoEffect<TrInstant,EFFECT_SOUND_LOOP,0>,EFFECT_USER3>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,199,119>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<255,199,119>>,TrFade<300>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,199,119>>,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<255,199,119>>,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<255,199,119>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>>,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<255,199,119>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>>>,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<255,199,119>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,199,119>>,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<255,199,119>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<191,255,255>>,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>>,TransitionEffectL<TrConcat<TrDelayX<Mult<WavLen<EFFECT_INTERACTIVE_BLAST>,Int<24576>>>,AlphaL<White,Int<0>>,TrDoEffect<TrInstant,EFFECT_GAME_CHOICE>>,EFFECT_INTERACTIVE_BLAST>,TransitionEffectL<TrConcat<TrExtendX<IntArg<STYLE_OPTION2_ARG,1000>,TrInstant>,TransitionPulseL<TrDoEffect<TrInstant,EFFECT_BLAST>,ThresholdPulseF<SwingSpeed<300>,Int<16000>>>,TrInstant>,EFFECT_GAME_CHOICE>,InOutTrL<TrSelect<IntArg<IGNITION_OPTION_ARG,0>,TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,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>,TransitionEffectL<TrConcat<TrDelayX<Int<1000>>,AlphaL<White,Int<0>>,TrConcat<TrInstant,AudioFlickerL<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,TrFade<1200>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrDelayX<Int<1000>>,Black,TrWipeX<Int<300>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrDoEffectAlwaysX<TrDelayX<Int<1000>>,EFFECT_QUOTE,Int<1>,Int<-1>>,AlphaL<White,Int<0>>,TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrWipe<1000>>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<BatteryLevel,Int<-10>>>,TrWipeIn<1000>>,EFFECT_BATTERY_LEVEL>>>(), “Ezra”},

{ “Spectre;common”, “Spectre/tracks/sabine6.wav”,
/* copyright Fett263 Sabine Wren (Primary Blade) OS7 Style
https://fett263library.com/early-access/#Sabine Wren
OS7.11 v2.1
This Style Contains 2 Unique Combinations
Base Style: Sabine Wren

Base Color: BaseColorArg (0)

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

–Effects Included–
Ignition Effect Options: Default (0): SparkTip Ignition, 1: 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]
Stab Effect: AudioFlicker Stab [Color: StabColorArg]
Interactive Blast: Single Blast - Default Level (Uses Style Option 2 for Editing): 1000 ms
Interactive Blast requires blast.wav files in font. When Blast is triggered blast.wav will play, to deflect blast (blst.wav and visual effect) swing within 1000ms of blaster sound ending.
Blast Effect (Randomly Selected): Blast Wave (Sound Based), Full Blade Blast Fade [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
Battery Level: % Blade (Green to Red)
Special Ability 3: Toggle Rain Mode Uses trloop00.wav or trloop/000/000.wav (rain sounds looped)
Special Ability 7: Play Sound - Ignite

*/
StylePtr<Layers<AudioFlicker<Stripes<23000,-1300,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<11565>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<16448>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,ColorSelect<EffectIncrementF<EFFECT_USER3,Int<2>>,TrFade<100>,AlphaL<White,Int<0>>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<180,180,255>>,SparkleF<300,800>>>,TransitionEffectL<TrDoEffect<TrInstant,EFFECT_SOUND_LOOP,0>,EFFECT_USER3>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<191,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrJoin<TrDelay<30>,TrInstant>,RgbArg<BLAST_COLOR_ARG,Rgb<191,255,255>>,TrFade<300>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<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<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<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>>>>,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<191,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<191,255,255>>>,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<191,255,255>>,Mix<Int<20000>,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>>>,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<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,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<180,180,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<180,180,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<180,180,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<180,180,255>>,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>>,TransitionEffectL<TrConcat<TrDelayX<Mult<WavLen<EFFECT_INTERACTIVE_BLAST>,Int<24576>>>,AlphaL<White,Int<0>>,TrDoEffect<TrInstant,EFFECT_GAME_CHOICE>>,EFFECT_INTERACTIVE_BLAST>,TransitionEffectL<TrConcat<TrExtendX<IntArg<STYLE_OPTION2_ARG,1000>,TrInstant>,TransitionPulseL<TrDoEffect<TrInstant,EFFECT_BLAST>,ThresholdPulseF<SwingSpeed<300>,Int<16000>>>,TrInstant>,EFFECT_GAME_CHOICE>,InOutTrL<TrSelect<IncrementWithReset<ThresholdPulseF<EffectPulseF<EFFECT_USER7>,Int<30000>>,EffectPulseF<EFFECT_RETRACTION>,Int<1>,Int<1>>,TrSelect<IntArg<IGNITION_OPTION_ARG,0>,TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>>,TrInstant>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>,TransitionEffectL<TrConcat<TrDelayX<Int<1000>>,AlphaL<White,Int<0>>,TrConcat<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<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,200>,RandomPerLEDFlicker<Mix<Int<16384>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>>,TrFade<1200>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrDelayX<Int<1000>>,Black,TrWipeX<Int<300>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrDoEffectAlwaysX<TrDelayX<Int<1000>>,EFFECT_QUOTE,Int<-1>,Int<-1>>,AlphaL<White,Int<0>>,TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>>,EFFECT_USER7>,TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrWipe<1000>>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<BatteryLevel,Int<-10>>>,TrWipeIn<1000>>,EFFECT_BATTERY_LEVEL>>>(), “Spectre”},

};
BladeConfig blades[] = {
{ 0, WS281XBladePtr<136, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(), CONFIGARRAY(presets) },
};
#endif

#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, “pow”);
Button AuxButton(BUTTON_AUX, auxPin, “aux”);
#endif

this my whole config but im struggling to find the issue

This is solved

Glad to hear.

Turns out i need to keep the cat away walks over key board when im in kitchen making a drink

The rain mode still is a little buggy but i assume like you said thats covered in 7.12 if you turn saber off while rain mode is active is continues to play the sound when igniting the feature is still active and once your turn feature off sound still plays.
But that been said both features i have running at present are amazing bring the saber to life eveb more thank you

That’s usually because you have fancy Unicode quotation marks in the config file.
“proffieboard_v2_config.h”
is not the same as
"proffieboard_v2_config.h".

You’ll want to use a text editor that will allow you to edit code without straying from plain text format.

I highly suggest Sublime Text.

More info on that error and more is readily available here:

EDIT:
Originally I left the sound playing while off intentionally BUT it does appear the toggle “loses track” of the sound as a result, so I’ll need to rework this a bit to turn it off on retraction to prevent this. It’s not the same issue as the prop update I need for Special 1 & 2 but I’ll work on an update for it, might take a few days, the next few nights are a bit busy.

In the interim, if you toggle Rain Mode before retracting, which I usually did, there’s no issue. I’ll have a prop update coming for OS7.12 to resolve Special 1 & 2 (and 1 button Special Abilities) and I’ll rework the effect to automatically turn itself off on retraction and we should be good. Thanks.

Yeah that works totally fine its an amazing feature

Not sure if you are aware this isnt a bug. The interative blast if you set it single fire you can press aux 3 times fast you get 3 shots fire close to together so you get a series of blocks and looks so cool

“Single” means 1 shot per button press, so yes, if you spam the button you will get multiple blaster shots (so long as you don’t run out of wav players). If you like to use button spamming I recommend this define, because the Interactive Blast needs double the wav players per effect (one for Blaster, one for Blast deflect sound), so you will run out of wav players faster than standard blast spamming.

#define KILL_OLD_PLAYERS
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