Yeah that would figure. Some small error. Well here it is: (thanks for the suggestion )
#ifdef CONFIG_TOP
#include "proffieboard_v2_config.h"
#define NUM_BLADES 2
#define NUM_BUTTONS 2
#define VOLUME 500
const unsigned int maxLedsPerStrip = 144;
#define CLASH_THRESHOLD_G 4.0
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_SSD1306
#define OLED_FLIP_180
#define NO_REPEAT_RANDOM
#define IDLE_OFF_TIME 60*2*1000
#define MOTION_TIMEOUT 60*10*1000
#define SHARED_POWER_PINS
#define DISABLE_DIAGNOSTIC_COMMANDS
#define DISABLE_BASIC_PARSER_STYLES
#define BLADE_DETECT_PIN 17
#define SAVE_PRESET
#define FETT263_TWIST_ON
#define FETT263_TWIST_OFF
#define KEEP_SAVEFILES_WHEN_PROGRAMMING
#define ENABLE_ALL_EDIT_OPTIONS
#define FETT263_EDIT_MODE_MENU
#define FETT263_HOLD_BUTTON_OFF
#define FETT263_SAY_COLOR_LIST
#define FETT263_SAY_COLOR_LIST_CC
#endif
#ifdef CONFIG_PROP
#include"../props/saber_sabertrio_buttons.h"
#endif
#ifdef CONFIG_PRESETS
Preset blade[] = {
{ "1-IGNITION;common", "tracks/track_1.wav",
StylePtr<
Layers<
Stripes<2000,-2500,RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<30,0,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<80,0,0>>,RotateColorsX<Variation,Rgb<30,0,0>>>>,
TransitionLoopL<TrConcat<TrWaveX<RandomFlicker<RotateColorsX<Variation,Red>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<80,0,0>>,Black,300>>,Int<400>,Int<100>,Int<200>,Int<0>>,AlphaL<Red,Int<0>>,TrDelayX<Scale<SlowNoise<Int<1500>>,Int<200>,Int<1200>>>>>,
AlphaL<BrownNoiseFlicker<Red,Black,300>,SwingSpeed<400>>,
// Dim Blade 50% "Power Save" button combo
EffectSequence<EFFECT_POWERSAVE,
AlphaL<Black,Int<16384>>,
AlphaL<Black,Int<0>>>,
// Clash
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<TransitionEffect<BrownNoiseFlicker<Rgb<255,150,0>,Black,50>,Moccasin,TrInstant,TrFade<300>,EFFECT_CLASH>,Bump<Scale<BladeAngle<>,Int<25000>,Int<8000>>,Int<18000>>>,TrFade<600>>,EFFECT_CLASH>,
// Stab
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeIn<300>,AlphaL<Stripes<5000,1000,DarkOrange,Rgb<80,60,0>,Orange,Rgb<60,30,0>,Black,DarkOrange,Orange>,SmoothStep<Int<20000>,Int<2000>>>,TrJoin<TrSmoothFade<900>,TrWipe<700>>>,EFFECT_STAB>,
// Universal color blade Blast
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>>,EFFECT_BLAST>,
BlastL<ColorSequence<300,White,DarkOrange>,400,250,401>,
AlphaL<White,BlastF<300,300,100000>>,
// Lockup
LockupTrL<Layers<
AlphaL<Blinking<Tomato,Strobe<Yellow,Black,15,30>,60,500>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<8000>,Int<18000>>>>,
AlphaL<BrownNoiseFlicker<Yellow,Black,50>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<10000>>>>,
TrConcat<TrInstant,
AlphaL<Blinking<White,Strobe<BrownNoiseFlicker<Yellow,Black,500>,Black,15,30>,60,500>,Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<25000>,Int<32000>>>>,TrFade<500>>,TrSmoothFade<900>,SaberBase::LOCKUP_NORMAL>,
TransitionEffectL<TrConcat<TrInstant,AlphaL<Strobe<GreenYellow,Black,20,30>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<15000>>>,TrFade<600>>,EFFECT_LOCKUP_BEGIN>,
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<Strobe<AlphaL<White,Int<20000>>,Black,20,30>,30>,TrSmoothFade<250>>,EFFECT_LOCKUP_BEGIN>,
TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>>,EFFECT_LOCKUP_BEGIN>,
TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<200>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<300>>>,EFFECT_LOCKUP_END>,
// Non-Responsive Drag
LockupTrL<AlphaL<AudioFlicker<BrownNoiseFlicker<Strobe<Black,OrangeRed,20,25>,Yellow,200>,White>,SmoothStep<Int<30000>,Int<2000>>>,TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrFade<150>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_DRAG>,
// Lightning Block
ResponsiveLightningBlockL<RandomFlicker<Strobe<White,Rgb16<21301,0,65535>,50,10>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>>,
//Begin Lightning Transition
TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>,TrFade<100>>,
//End Lightning Transition
TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>,TrFade<150>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<400>> >>,
// Melt
LockupTrL<
// Melt Colors
AlphaL<Mix<TwistAngle<>,Yellow,RandomPerLEDFlicker<Orange,OrangeRed>,BrownNoiseFlicker<Rgb16<20095,128,128>,Rgb16<35103,8175,298>,150>,StyleFire<Rgb16<20393,93,93>,Red,0,4,FireConfig<0,2000,0>,FireConfig<3000,0,0>,FireConfig<0,4000,0>>>,
// Melt Shape
SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>,
//Melt Begin and End transitions
TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeIn<600>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_MELT>,
TransitionEffectL<TrConcat<TrDelay<150>,AlphaL<Black,Int<0>>,TrFade<500>,AlphaL<Strobe<White,Black,40,40>,Bump<Int<0>,Int<80000>>>,TrDelay<350>>,EFFECT_RETRACTION>,
AlphaL<Black,SmoothStep<Scale<SlowNoise<Int<1800>>,Int<22000>,Int<40000>>,Int<24000>>>,
InOutTrL<
TrConcat<TrInstant,BrownNoiseFlicker<White,DarkOrange,300>,TrDelay<20>,Black,TrWipe<300>,StyleFire<Stripes<2500,5000,BrownNoiseFlicker<RotateColorsX<Variation,Red>,Black,20>,RotateColorsX<Variation,Rgb<10,1,0>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<255,20,0>>,70>,RotateColorsX<Variation,Rgb<128,34,0>>>,RotateColorsX<Variation,Rgb<80,11,0>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,TrWipe<100>,Black,TrBoing<300,3>>,
TrConcat<TrInstant,BrownNoiseFlicker<White,DarkOrange,300>,TrFade<250>,AlphaL<Black,Int<0>>,TrJoin<TrWipeInX<Int<1200>>,TrWaveX<White,Int<2000>,Int<400>,Int<700>,Int<32768>>>>>,
// Comment out this following line for non-stutter on actual ignition
//TransitionEffectL<TrConcat<TrWaveX<White,Int<800>,Int<200>,Int<300>,Int<0>>,BrownNoiseFlicker<White,DarkOrange,300>,TrDelay<20>,Black,TrDelay<650>,BrownNoiseFlicker<White,DarkOrange,300>,TrDelay<20>,Black,TrDelay<100>,BrownNoiseFlicker<White,Red,70>,TrFade<500>,Black,TrInstant>,EFFECT_IGNITION>,
TransitionEffectL<TrConcat<TrDelay<1000>,BrownNoiseFlicker<White,DarkOrange,300>,TrDelay<50>>,EFFECT_RETRACTION>,
TransitionEffectL<TrConcat<
TrInstant,AlphaL<BrownNoiseFlicker<Red,Black,100>,Bump<Int<0>,Int<30000>>>,TrDelay<100>,AlphaL<BrownNoiseFlicker<Red,Black,100>,Bump<Int<0>,Int<30000>>>,TrFade<100>,Black,
TrDelay<50>,AlphaL<BrownNoiseFlicker<White,Black,100>,Bump<Int<0>,Int<50000>>>,TrDelay<150>,AlphaL<BrownNoiseFlicker<White,DarkOrange,300>,Bump<Int<0>,Int<70000>>>,TrFade<150>,Black,
TrFade<100>,AlphaL<BrownNoiseFlicker<Rgb<255,100,100>,Black,40>,Bump<Int<0>,Int<40000>>>,TrFade<400>,AlphaL<BrownNoiseFlicker<Red,Black,40>,Bump<Int<0>,Int<20000>>>,TrFade<400>,Black,
TrInstant,AlphaL<BrownNoiseFlicker<White,Black,100>,Bump<Int<0>,Int<70000>>>,TrDelay<250>,AlphaL<BrownNoiseFlicker<White,DarkOrange,300>,Bump<Int<0>,Int<50000>>>,TrFade<200>,Black,
TrFade<100>,AlphaL<BrownNoiseFlicker<Rgb<255,100,100>,Black,40>,Bump<Int<0>,Int<40000>>>,TrFade<500>,AlphaL<BrownNoiseFlicker<Red,Black,40>,Bump<Int<0>,Int<20000>>>,TrFade<600>,Black,
TrInstant,AlphaL<BrownNoiseFlicker<White,Black,100>,Bump<Int<0>,Int<10000>>>,TrDelay<100>,AlphaL<BrownNoiseFlicker<White,Red,300>,Bump<Int<0>,Int<5000>>>,TrFade<150>,Black,
TrDelay<300>,Black,
TrInstant,AlphaL<BrownNoiseFlicker<White,Black,100>,Bump<Int<0>,Int<10000>>>,TrDelay<70>,AlphaL<BrownNoiseFlicker<White,Red,300>,Bump<Int<0>,Int<5000>>>,TrFade<40>,Black,
TrDelay<20>,Black,
TrInstant,AlphaL<BrownNoiseFlicker<Red,Black,100>,Bump<Int<0>,Int<30000>>>,TrDelay<100>,AlphaL<BrownNoiseFlicker<Red,Black,100>,Bump<Int<0>,Int<30000>>>,TrFade<100>,Black,
TrDelay<50>,AlphaL<BrownNoiseFlicker<White,Black,100>,Bump<Int<0>,Int<50000>>>,TrDelay<150>,AlphaL<BrownNoiseFlicker<White,DarkOrange,300>,Bump<Int<0>,Int<70000>>>,TrFade<150>,Black,
TrFade<100>,AlphaL<BrownNoiseFlicker<Rgb<255,100,100>,Black,40>,Bump<Int<0>,Int<40000>>>,TrFade<300>,AlphaL<BrownNoiseFlicker<Red,Black,40>,Bump<Int<0>,Int<20000>>>,TrFade<100>,
AlphaL<BrownNoiseFlicker<White,Red,100>,Bump<Int<0>,Int<10000>>>,
TrFade<180>,AlphaL<BrownNoiseFlicker<White,DarkOrange,300>,Bump<Int<0>,Int<20000>>>,TrFade<180>,AlphaL<BrownNoiseFlicker<White,Red,100>,Bump<Int<0>,Int<10000>>>,
TrFade<115>,AlphaL<BrownNoiseFlicker<White,DarkOrange,100>,Bump<Int<0>,Int<40000>>>,TrFade<115>,AlphaL<BrownNoiseFlicker<White,Red,300>,Bump<Int<0>,Int<20000>>>,
TrFade<100>,AlphaL<BrownNoiseFlicker<White,DarkOrange,100>,Bump<Int<0>,Int<80000>>>,TrFade<100>,AlphaL<BrownNoiseFlicker<White,Red,300>,Bump<Int<0>,Int<40000>>>,
TrFade<125>,BrownNoiseFlicker<White,DarkOrange,300>,
TrInstant>,EFFECT_PREON>,
AlphaL<Black,Scale<IsLessThan<BatteryLevel,Int<11000>>,Int<0>,Int<16384>>>
>>(), "ignition"},
{ "2-SteelandFire;common", "common/tracks/venus.wav",
StylePtr<Layers<
//Base Fett263 Magenta Audioflicker
AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,
//Deep Pink HumpFlicker Swing Effect
AlphaL<HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,SwingSpeed<375>>,
//Fett263 Responsive Intensity Lockup with Fizzle Endlock
LockupTrL<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,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,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>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,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>>>,TrFade<3000>>,
TrConcat<TrInstant,White,TrFade<600>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<500>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,Black,300>>,TrFade<850>>,SaberBase::LOCKUP_NORMAL>,
//Fett263 Responsive Lightning Block
ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
//Responsive Stab
ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
//Fett263 Multi-blast, blaster reflect cycles through different responsive effects
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Fett263 Real Clash
Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,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<255,187,108>>,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>>,
//Unstable HumpFlicker Ignition Effect
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Magenta>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,95>>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1250>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Magenta>,50>,TrFade<1250>,AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,TrFade<700>,AudioFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,RotateColorsX<Variation,Rgb<58,0,105>>>,TrFade<300>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,TrFade<750>>,EFFECT_IGNITION>,
//Fett263 Bright HumpFlicker retraction Effect
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<195,60,225>>,40>,TrFadeX<WavLen<EFFECT_RETRACTION>>>,EFFECT_RETRACTION>,
//Fett263 Intensity Drag
LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Fett263 Responsive Intensity Melt
LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,Orange,DarkOrange>,Mix<TwistAngle<>,Orange,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Orange,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//White spark tip ignition and retraction
InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,15>,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,4>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
//Clicky retraction "post off" effect
TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,40>,Bump<Int<0>,Int<9000>>>,TrDelayX<Percentage<WavLen<EFFECT_POSTOFF>,50>>>,EFFECT_RETRACTION>,
//Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
>>()},
{ "3-Paradise;common", "common/tracks/venus.wav",
StylePtr<Layers<
StripesX<Sin<Int<12>,Int<13000>,Int<19000>>,Scale<SwingSpeed<100>,Int<75>,Int<125>>,StripesX<Sin<Int<10>,Int<3000>,Int<7000>>,Scale<SwingSpeed<100>,Int<75>,Int<100>>,Pulsing<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<50,115,65>>,1200>,Mix<SwingSpeed<200>,RotateColorsX<Variation,Rgb<0,120,0>>,Black>>,RotateColorsX<Variation,Rgb<0,60,0>>,Pulsing<RotateColorsX<Variation,Rgb<0,50,0>>,StripesX<Sin<Int<10>,Int<2000>,Int<3000>>,Sin<Int<10>,Int<75>,Int<100>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,96,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,128,0>>,RotateColorsX<Variation,Rgb<0,5,0>>,3000>>,
AlphaL<StyleFire<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,2,0>>,0,1,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<0,0,25>>,Int<10000>>,
//Green smoke blade
AlphaL<AudioFlickerL<RotateColorsX<Variation,Green>>,SwingSpeed<400>>,
//Green audioflicker swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrJoinR<TrWipe<100>,TrWipeIn<100>>,White,TrFade<2050>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup with endlock fadeout
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
//Responsive lightning block
ResponsiveStabL<Orange>,
//Responsive stab
ResponsiveBlastL<SparkleL<White,750,750>,Int<1100>,Int<500>,Int<10000>>,
//Sparky blast
ResponsiveBlastWaveL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
//Responsive Blast Wave
//EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Alternate Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<SparkleL<White,500,750>,TrInstant,TrFade<1100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Sparky responsive clash
ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2500>>,EFFECT_IGNITION>,
//Unstable ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<150,255,150>>>,TrFade<1239>>,EFFECT_RETRACTION>,
//Stable cooldown retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<1100>,TrWipeIn<1100>>>,
//"Cable release" retraction, disconnects in the middle
//InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<675>,TrWipeIn<1100>>>,
//Alternate "cable release" retraction, top half wipes out much more quickly like the cable snaps away
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<1239>>,EFFECT_RETRACTION>,
//Bright emitter retraction click
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<1000>,Int<1000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Green>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Chartreuse>,Rgb16<0,21301,635>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Green>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Green>>>,RotateColorsX<Variation,Chartreuse>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-150>,Int<13500>>,Int<-4000>>>,TrDelay<3300>>,EFFECT_PREON>,
TransitionEffectL<TrConcat<TrDelay<3471>,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Chartreuse>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<3750>>,Int<1500>,Int<4200>>,Int<-4000>>>,TrDelay<1250>,AlphaL<PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Chartreuse>,Int<50>>,Bump<Int<0>,Int<7750>>>,TrBoing<400,4>,AlphaL<Pulsing<RotateColorsX<Variation,Chartreuse>,RotateColorsX<Variation,Green>,500>,Bump<Int<0>,Int<9750>>>,TrBoing<400,4>>,EFFECT_PREON>
//Wind-up preon
>>()},
{ "4-Protostar;common", "common/tracks/venus.wav",
StylePtr<Layers<
//Base Fett263 Dark Orange Audioflicker
AudioFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<128,34,0>>>,
//Unstable Orange-Orange Audioflicker Swing Effect
AlphaL<AudioFlicker<BrownNoiseFlicker<RotateColorsX<Variation,Orange>,Black,300>,RotateColorsX<Variation,Orange>>,SwingSpeed<285>>,
//Fett263 Bright Ripple Hard Swing
AlphaL<Stripes<2000,-3250,RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<60,36,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,17,0>>,Black,800>>,Scale<IsLessThan<SwingSpeed<675>,Int<13600>>,Scale<SwingSpeed<675>,Int<-19300>,Int<32768>>,Int<0>>>,
//Fett263 Bright Sparking Emitter Flare
AlphaL<RotateColorsX<Variation,Rgb16<65535,52226,0>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1500>,Int<4500>>,Int<-6000>>>,
//Fett263 Responsive Intensity Lockup
LockupTrL<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,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,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>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,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>>>,TrFade<3000>>,
TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,White>,TrFade<1950>>,SaberBase::LOCKUP_NORMAL>,
//Fett263 Responsive Lightning Block
ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
//Responsive Stab
ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
//Fett263 Multi-blast, blaster reflect cycles through different responsive effects
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Fett263 Real Clash
Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,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<255,187,108>>,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>>,
//Fett263 White Unstable Ignition Effect
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-2500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2400>>,EFFECT_IGNITION>,
//Bright Retraction Effect
TransitionEffectL<TrConcat<TrFadeX<WavLen<EFFECT_RETRACTION>>,AudioFlickerL<RotateColorsX<Variation,Rgb16<65535,52226,0>>>,TrInstant>,EFFECT_RETRACTION>,
//Fett263 Intensity Drag
LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Fett263 Responsive Intensity Melt
LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,Orange,DarkOrange>,Mix<TwistAngle<>,Orange,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Orange,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
//Fett263 Power Save, if using his prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Fett263 Dual Mode White Spark Tip Ignition and Retraction - Hold above horizontal for fast ignition or below horizontal for slow ignition.
InOutTrL<TrJoin<TrWipeX<Scale<IsLessThan<BladeAngle<>,Int<16000>>,Percentage<WavLen<EFFECT_IGNITION>,5>,Percentage<WavLen<EFFECT_IGNITION>,50>>>,TrWaveX<White,Scale<IsLessThan<BladeAngle<>,Int<16000>>,Percentage<WavLen<EFFECT_IGNITION>,15>,Percentage<WavLen<EFFECT_IGNITION>,75>>,Int<400>,Scale<IsLessThan<BladeAngle<>,Int<16000>>,Percentage<WavLen<EFFECT_IGNITION>,5>,Percentage<WavLen<EFFECT_IGNITION>,50>>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
//Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, Orange = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//Audio responsive charge-up preon effect
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Percentage<WavLen<EFFECT_PREON>,33>,Percentage<WavLen<EFFECT_PREON>,34>,Percentage<WavLen<EFFECT_PREON>,33>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Orange>,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb16<65535,52226,0>>>,RotateColorsX<Variation,Rgb<60,30,0>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>,RandomPerLEDFlicker<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb16<14386,7000,0>>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Orange>,100>>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<25000>>,Int<-4000>>>,TrDelayX<WavLen<EFFECT_PREON>>>,EFFECT_PREON>,
//Ripple-Out Preon Effect
TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<EFFECT_PREON>,65>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb16<65535,52226,0>>,Int<115>,Int<375>,Int<250>,Int<0>>>,TrDelayX<Percentage<WavLen<EFFECT_PREON>,35>>>,EFFECT_PREON>
>>()},
{ "5-Coda;common", "tracks/venus.wav",
StylePtr<Layers<
Mix<Sin<Int<3>>,AudioFlicker<RotateColorsX<Variation,DodgerBlue>,Stripes<5000,-90,RotateColorsX<Variation,Rgb<0,55,165>>,RotateColorsX<Variation,Rgb<0,85,115>>,RotateColorsX<Variation,Rgb<0,65,145>>,RotateColorsX<Variation,Rgb<0,30,185>>>>,AudioFlicker<RotateColorsX<Variation,Rgb<0,155,255>>,Stripes<5000,-90,RotateColorsX<Variation,Rgb<0,95,170>>,RotateColorsX<Variation,Rgb<0,115,215>>,RotateColorsX<Variation,Rgb<0,145,145>>,RotateColorsX<Variation,Rgb<0,65,225>>>>>,
//Rotates ^3 times per minute between DodgerBlue and DeepSkyBlue with subtle Cyan/Blue audioflicker
//AudioFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,95,195>>>,
//Alternate DeepSkyBlue with very subtle audioflicker
AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black,300>,SwingSpeed<400>>,
//Unstable swing
AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black>,Black,RotateColorsX<Variation,DeepSkyBlue>,Black>,SwingSpeed<525>>,
//Unstable ripple swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<Rgb<255,240,80>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<LemonChiffon,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<875>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup effect with screeching humpflicker endlock
//LockupTrL<Layers<
//AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
//AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<4000>>,SaberBase::LOCKUP_NORMAL>,
//Alternate standard lockup
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
//Responsive lightning block
ResponsiveStabL<RotateColorsX<Variation,Yellow>>,
//Responsive stab
//ResponsiveStabL<Orange>,
//Alternate responsive stab, no color change
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Multi-blast, blaster reflect cycles through different responsive effects
//ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
//Alternate responsive blast
ResponsiveClashL<TransitionEffect<Rgb<255,240,80>,LemonChiffon,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive Clash
//ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Alternate white clash
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<90,180,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,26,60>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<90,180,255>>,RotateColorsX<Variation,Rgb<0,26,60>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,42,128>>,RotateColorsX<Variation,Rgb<0,26,60>>>>,TrFade<400>,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<90,180,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,26,60>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<90,180,255>>,RotateColorsX<Variation,Rgb<0,26,60>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,42,128>>,RotateColorsX<Variation,Rgb<0,26,60>>>>,TrFade<450>,HumpFlickerL<AlphaL<RotateColorsX<Variation,Rgb<90,180,255>>,Int<19000>>,25>,TrFade<2875>>,EFFECT_IGNITION>,
//Stabilize ignition effect
TransitionEffectL<TrConcat<TrFade<1125>,RotateColorsX<Variation,Rgb<90,180,255>>,TrInstant>,EFFECT_RETRACTION>,
//Slow brighten retraction effect
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrWipe<500>,TrWipeIn<1125>>,
//Standard ignition/retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
//On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, Orange = low
TransitionEffectL<TrConcat<TrFade<450>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,10>,Bump<Int<0>,Int<3000>>>,TrFade<350>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,15>,Bump<Int<0>,Int<5000>>>,TrFade<450>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,20>,Bump<Int<0>,Int<7000>>>,TrFade<500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,25>,Bump<Int<0>,Int<10500>>>,TrBoing<150,1>>,EFFECT_PREON>
//Overload preon effect
>>()},
{ "6-Sorcerer;common", "common/tracks/venus.wav",
StylePtr<Layers<ColorChange<TrFade<1000>,AudioFlicker<White,Rgb<200,200,200>>,AudioFlicker<Rgb<255,255,255>,Rgb<50,50,75>>>,TransitionEffectL<TrConcat<TrInstant,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrSmoothFade<600>>,EFFECT_LOCKUP_END>,ResponsiveLockupL<Strobe<White,BrownNoiseFlicker<White,Blue,300>,50,1>,TrConcat<TrInstant,White,TrFade<400>>,TrFade<100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Scale<SwingSpeed<100>,Int<10000>,Int<14000>>>,ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,ResponsiveStabL<White,TrWipeIn<600>,TrWipe<600>>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,White>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipe<300>,TrWipeIn<500>,Black>>>()},
{ "7-Magnet;common", "common/tracks/venus.wav",
StylePtr<Layers<
AudioFlicker<StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Variation,Rgb16<0,33908,20693>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,63,200>>,RotateColorsX<Variation,Rgb<0,7,8>>>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,36,30>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,70,56>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,38,30>>,3000>>,AlphaL<StripesX<Sin<Int<8>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,12,14>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<50,130,255>>,Black>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,26,40>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb16<1899,49276,65535>>>,RotateColorsX<Variation,Rgb<0,30,96>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,16,50>>,3000>>,Int<10000>>>,
//Blue audioflicker lava lamp
AlphaL<AudioFlickerL<AlphaL<Mix<Trigger<EFFECT_FORCE,Int<4000>,Int<3800>,Int<200>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<33124,0,65535>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<43654,0,65535>>,RotateColorsX<Variation,Rgb16<9500,0,14386>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Int<4000>,RotateColorsX<Variation,DeepSkyBlue>>>,RotateColorsX<Variation,Rgb16<43654,0,65535>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-10000>,Int<36000>>,Int<-4000>>>>,SwingSpeed<450>>,
//Unstable, audio responsive swing. Force effect triggers a brief "charge up" effect while swinging which works well with the overcharged smooth swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup
ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
//Responsive lightning block
AlphaL<RotateColorsX<Variation,Rgb16<11366,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<4000>>,Int<-4000>>>,
//Sparking emitter flare
ResponsiveStabL<Orange>,
//Responsive stab
EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
//Multi-blast, blaster reflect cycles through different responsive effects
ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrFade<1040>,RotateColorsX<Variation,Rgb16<2521,681,18076>>,TrInstant,RotateColorsX<Variation,Rgb16<0,65535,52226>>,TrFade<550>>,EFFECT_IGNITION>,
//Charge up ignition effect
TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb16<40546,3350,65535>>>,TrFade<1000>>,EFFECT_RETRACTION>,
//Purple retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Orange,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
//Responsive melt
EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
//Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
InOutTrL<TrColorCycle<1040,5500,2000>,TrWipeInSparkTip<White,875>>,
//Color cycle ignition, spark tip retraction
//InOutTrL<TrWipeInSparkTip<White,1040>,TrWipeInSparkTip<White,875>>,
//Alternate spark tip in ignition and retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
//Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Orange is Low (the color will blend from Green to Orange as the battery is depleted), the indicator will fade out after 3000 ms and not display again until poweOrange down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Orange,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
//On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, Orange = low
>>()},
{ "8-Training;common", "common/tracks/venus.wav",
StylePtr<Layers<Mix<SwingSpeed<400>,AudioFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,RotateColorsX<Variation,Rgb<35,35,150>>>,Mix<SwingSpeed<600>,RotateColorsX<Variation,Rgb<100,100,150>>,RotateColorsX<Variation,Rgb<200,200,250>>>>,TransitionEffectL<TrConcat<TrInstant,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrSmoothFade<600>>,EFFECT_LOCKUP_END>,ResponsiveLockupL<Strobe<White,BrownNoiseFlicker<White,Red,300>,50,1>,TrConcat<TrInstant,White,TrFade<400>>,TrFade<100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Scale<SwingSpeed<100>,Int<10000>,Int<14000>>>,ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,ResponsiveStabL<Red,TrWipeIn<600>,TrWipe<600>>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipe<300>,TrWipeIn<500>,Black>>>()},
{ "9-Flashlight;common", "common/tracks/venus.wav",
StylePtr<InOutTr<Layers<Mix<SwingSpeed<400>,AudioFlicker<RotateColorsX<Variation,Rgb<206,113,32>>,RotateColorsX<Variation,Rgb<84,60,0>>>,Mix<SwingSpeed<600>,RotateColorsX<Variation,Rgb<206,113,32>>,RotateColorsX<Variation,BlanchedAlmond>>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<AudioFlicker<Blue,SteelBlue>,Bump<Int<0>,Int<9000>>>,TrFade<600>>,EFFECT_IGNITION>,ResponsiveBlastL<White>,ResponsiveClashL<White,TrInstant,TrFade<400>>,ResponsiveStabL<Orange,TrWipeIn<600>,TrWipe<600>>,TransitionEffectL<TrConcat<TrInstant,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrSmoothFade<600>>,EFFECT_LOCKUP_END>,ResponsiveLockupL<Strobe<White,BrownNoiseFlicker<White,Red,300>,50,1>,TrConcat<TrInstant,White,TrFade<200>>,TrFade<400>>,ResponsiveDragL<BrownNoiseFlickerL<White,Int<300>>,TrWipeIn<400>,TrFade<400>>,ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,ResponsiveMeltL<Mix<TwistAngle<>,OrangeRed,Orange>,TrWipeIn<600>,TrSmoothFade<600>>>,TrWipe<150>,TrWipeIn<300>,Black>>()},
};
BladeConfig blades[] = {
{ 0, WS281XBladePtr<133, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
SimpleBladePtr<CreeXPE2WhiteTemplate<550>, NoLED, NoLED, NoLED, bladePowerPin1, -1, -1, -1>(),
CONFIGARRAY(blade)
},
};
#endif
#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
Button AuxButton(BUTTON_AUX, auxPin, "aux");
#endif