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

Yes, “Force Boost” effects are applied when using force effect and last for the Duration you set.

Is there a site issue? Style Library options and buttons aren’t working and OS6’s Library is a 404 error.

Migrating hosting services. Some files may have been missed. Will take a look later this evening.

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I think I got everything, if still having trouble let me know.

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So far so good! Thanks!

I seem to be having an issue where choosing the Multi Phase color change option for the swing effects does not work properly. for example: If I choose the stab/melt color for the swing color, and then switch the color of the swings to the multi phase option, the swing color reverts back to the stab/melt color i previously used, despite the multi phase option being present in the style.
Not sure if this happens for any other option that allows for the multi phase color option to be used.

I have fixed, you’ll need to refresh the page get updated script.

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Wonderful, thank you!

Tried a style, didn’t really change anything execpt “special Ability” 5.
Last layer is missing a location argument (Int<-1>):

TransitionEffectL<TrDoEffectAlwaysX<TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>,EFFECT_TRACK,Int<-1>>,EFFECT_USER5>

Here’s the full generated code:

/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#CustomBlade
OS7.14 v2.242p
Single Style
Multi Phase (Original - Color Change)
Default: Hyper Responsive Rotoscope (Original Trilogy) [BaseColorArg]
1: Unstable Rage [AltColorArg]

Multi Phase Control: use Color Change with COLOR_CHANGE_DIRECT define (to enable click-to-change).

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

--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]
Special Ability 5: Play Sound - Ignite Uses first track in /tracks folder or default track for preset if /tracks folder not included

*/
StylePtr<Layers<Black,ColorChange<TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrFadeX<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<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>>>,Stripes<3000,-3500,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,RandomPerLEDFlicker<Mix<Int<7710>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,Black>,BrownNoiseFlicker<RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<3855>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,200>,RandomPerLEDFlicker<Mix<Int<10280>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,Mix<Int<3855>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>>>>,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>,TransitionEffectL<TrConcat<TrInstant,Black,TrWipeX<Int<300>>>,EFFECT_USER5>,TransitionEffectL<TrDoEffectAlwaysX<TrDoEffectAlwaysX<TrInstant,EFFECT_FAST_ON,Int<-1>,Int<-1>>,EFFECT_TRACK,Int<-1>>,EFFECT_USER5>>>(),

Int<-1> should be default to the template. Did you get an error when uploading?

Makes sense. Did not try to compile it. Might just be a style editor thing as it popped an error, and I saw the nested one in the generated style shows both arguments and drew my eye to the “missing” one.
I did not consider an “omitted” default. Thanks .
Sorry for the false alarm.

No worries, if you get an error on compiling I’ll have a look.

Just a note, I pushed a small update for a few fixes but didn’t get a chance to test out everything, if any bugs pop up just post here. You’ll need to refresh the page to get the script updates.

Moving this request to the OS7 thread for organizational purposes.

Request for BC Liquid Static Blast as in:

These are called “Base Style Effect Reactions”, they are part of the Early Access library already, you can add for Blast, Clash, Lockup, Lightning Block, Accent Swings. I separated them so they are more customizable with more options.

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@Fett263 Hey Fett, quite new to this community in general, and found that Q&A, so thought it would be the right place to ask.
I stumble upon your different videos, and especially the avatar blade you made. Realised that in the multi phase blade builder, I can’t seem to find the water blade preset you’ve made (nor the realistic fire one).
Is it just me or is there something I’m missing?
Is there something else to make that doable? Or did I misunderstood how it was made?

Regards.

There are multiple Fire options in the list, just pick the one you want, for “water” you’ll use a Power Wave or Power Ripple in blue.

Multi-Phase blades are more complex so the library doesn’t support the “Interactive” or “Responsive” versions, if you want those you’ll select them as single effect blade styles from the main library page.

Oh I see, so the one you showcased that had the interactive water blade wasn’t a multi-phase? Or was it but you did the code by hand? :smiley:

TBH I don’t recall the video it’s been a while, if it was a “Proof of Concept” it would have been hand coded. When it comes time to translate a POC into the library I sometimes need to simplify or limit things so that the code is guaranteed to run, since the library allows for so many things to be added on top of certain styles and we can run up to 10 phases now, I limited the effects in Multi-Phase so that each style produced runs as expected.

You can certainly hand-code an Interactive Water Blade into a Multi-Phase and it may perform just fine, but I have to put “guard rails” on the styles the library produces for users in case they throw too many things together that would cause styles to not run optimally.

I “may” be able to add it in as an option down the line if I can write some “warnings” to limit how much gets thrown into the style. I’ll put it on the “To do” to take a look in a future update.

Thanks a lot for the explanations and the great job @Fett263 <3

I don’t think we thank you enough for all the time you spend on improving our passion :smiley: