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

Out of curiosity, is there another variable thats supposed to go there or does it really just use the same thing? I already have an EFFECT_LOCKUP_BEGIN so i want to make sure it doesnt do any harm

It exists inside of SaberBase::LOCKUP_MELT, so it shouldn’t be able to conflict with the SaberBase::LOCKUP_NORMAL, or SaberBase::LOCKUP_DRAG sections.

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Uploading the blade now, thanks for the info!

It’s just a typo in one of the style building scripts, as users encounter them I fix them. There’s technically millions of combinations in the library so I can’t test them all, this thread helps me find and fix them. I just need the style code the library generated and then I can narrow down the causes.

Intensity Fire Melt option is fixed, just refresh the library for the updated script.

Screenshots are not really permitted in this forum as they take up space and often aren’t needed, this is just a basic policy in theCrucible, not a private/public thing. For my library I only need the options selected or the style code generated to be able to track down errors, the style information section at the top of the library code gives me all the information I need to track down and replicate anyway so we don’t need to take up space on Fredrik’s server with screenshots. It’s typically better to just provide the error message in posts anyway, but with my library the style code or the options you’ve chosen are all I need. The library is actually multiple scripts combining the selections made so if I know which option(s) or combinations are causing I can narrow down pretty quickly.

If cut-n-paste won’t work

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How exactly do I get the interactive preons to work? I would like to use one but I have it in a bladestyle but I get no visual or even audio indication that it’s working, other than when I clash or twist the saber it ignites how it’s supposed to.

Here is that bladestyle.

StylePtr<Layers<AudioFlicker<RgbArg<BASE_COLOR_ARG,Rgb<200,0,255>>,Mix<Int<16448>,Black,RgbArg<BASE_COLOR_ARG,Rgb<200,0,255>>>>,TransitionEffectL<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<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,TrFade<1000>>,EFFECT_RETRACTION>,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>,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>,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<TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInSparkTipX<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Layers<Black,TransitionEffectL<TrConcat<TrDoEffectAlways<TrInstant,EFFECT_TRANSITION_SOUND,0>,Layers<TransitionPulseL<TrDoEffectAlways<TrInstant,EFFECT_FAST_ON>,EffectPulseF<EFFECT_OFF_CLASH>>,AlphaL<BrownNoiseFlickerL<RgbArg<PREON_COLOR_ARG,Rgb<255,255,255>>,Int<100>>,SmoothStep<Scale<NoisySoundLevel,Int<1000>,Int<8000>>,Int<-3000>>>>,TrDelayX<WavLen<EFFECT_TRANSITION_SOUND>>>,EFFECT_INTERACTIVE_PREON>>>>>(),

I need the style copyright/information section from my library to troubleshoot, without it I cannot help. This section should always remain with the style code in your config as it includes the information on how to set up properly which I’m guessing you didn’t read. The style information comments do not impact memory at all so there is no reason to remove.

I ran into an issue where adding a third blade style to an altfont setup wasn’t working. If I change the type to special abilities before choosing the third blade style, it gets stuck on the first two. If I choose the third blade style and then set the type to special abilities, it works as expected. If that makes sense. Switching to original color change and then back to special abilities also seems to fix it.

I’m on the latest version of Firefox. I haven’t tried in any other browsers.

I can’t seem to replicate, what are the exact steps you did (which options were you choosing and in what order)?

In this case, I set Type to Multi-Phase (Special Abilities) and set Special Ability 1 to Next Phase and Special Ability 2 to Previous Phase. Then I choose a blade style for Style 2. Both in the preview at the top of the page and the code that I can copy and paste, only Style 0 and Style 1 are there.

If I change Type from Multi-Phase (Special Abilities) to Multi-Phase (Original Color Change) and then back to Multi-Phase Special Abilities it fixes itself. If I set Style 2 to a style first, and then set Type to Multi-Phase (Special Abilities) and choose the special abilities afterward, it works as expected.

Basically, If I change the type to Special Abilities and set the special abilities before choosing the blade styles, only the first two actually work.

OK, I’ll have a look this weekend. The Control Layers for Special Abilities are specific to the style you’re building so it’s most likely not updating when you add an extra Phase.

This fix may take a little longer to implement as it broke other things when I tried to update. In the interim, the tool expects you to Build the Multi-Phase options first, then select Special Abilities. If you add a new Phase after setting the Special Abilities you just need to change the Special Abilities to update. There’s a specific order of ā€œchecksā€ in the library script to ensure everything is done correctly so it’s not so simple to just re-order, I need to determine how to handle changes out of order without breaking other things down the line.

Good to know. I’ll be sure to do them in the right order going forward.

I saw you’re launching the Phase 3 - Early Access. Does this mean there’s a chance we can play around with Phase 2 on open access before May The 4th? I know a couple of kids who’d like some stuff put on their sabers for Lightsabers at Sea that week. *No Disney/LFL’s not doing L@S but they’ve encouraged the kids to bring the sabers anyhow. :wink:

Yes, Phase 2 will move to public when Phase 3 launches.