I have a single button sabre and I’m having a bit of trouble with triggering the 3rd and 4th phases of a multiphase style.
Specifically they only trigger when the blade is pointing straight down, which is really awkward.
I thought I had located the button/action settings in the saber_fett263_buttons.h file (lines 5882 to 5914) but careful meddling with
if (fusor.angle1() <((M_PI / 2) - 0.25))
did nothing.
Is this the correct section to look at?
Is there a way to invert the directionality; straight up seems easier to work with than straight down?
Board is oriented reset buttons toward blade with usb and SD card towards hilt.
First post so sorry if this is in the wrong area …
Post your style code so I can see what you’re trying to do.
I hope this posts ok:
StylePtr<Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrSmoothFadeX<Int<1000>>>,Stripes<15000,-400,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>,Stripes<12000,-200,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>,Mix<Int<20000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>>>,Mix<Scale<IsLessThan<SlowNoise<Int<2000>>,Int<18000>>,Int<0>,Int<32768>>,RgbArg<ALT_COLOR_ARG,Rgb<255,5,5>>,Stripes<12000,-800,RgbArg<ALT_COLOR_ARG,Rgb<255,5,5>>,RgbArg<ALT_COLOR_ARG,Rgb<255,5,5>>,Mix<Int<7710>,Black,RgbArg<ALT_COLOR_ARG,Rgb<255,5,5>>>,RgbArg<ALT_COLOR_ARG,Rgb<255,5,5>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR_ARG,Rgb<255,5,5>>>>>,Mix<Sin<Int<16>,Int<32768>,Int<18000>>,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>,Stripes<12000,-200,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>,Mix<Int<20000>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<0,255,0>>>>>,Mix<Sin<Int<16>,Int<32768>,Int<18000>>,RgbArg<ALT_COLOR3_ARG,Rgb<2,72,255>>,Stripes<12000,-200,RgbArg<ALT_COLOR3_ARG,Rgb<2,72,255>>,Mix<Int<20000>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<2,72,255>>>,RgbArg<ALT_COLOR3_ARG,Rgb<2,72,255>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<2,72,255>>>>>>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<1>,Int<0>>,Int<-1>>,EFFECT_USER1>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<2>,Int<0>>,Int<-1>>,EFFECT_USER2>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<3>,Int<0>>,Int<-1>>,EFFECT_USER3>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<0>,Int<0>>,Int<-1>>,EFFECT_USER4>,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<Strip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I need the style information and copyright section the library provides. That section is a comment and should always remain with the style code, it takes up no memory when uploaded but includes very important information for use, set up and troubleshooting the style.
You can use 3 backticks (`) before and after the code yo make it easier to read.
One lesson learnt!
Looks like i need to rebuild the original style, recompile and replicate.
Sorry for wasting your time.
No worries, if you have questions it’s not a waste of time. When you get the style built if it’s still giving you trouble I’ll have a look.
Thanks to your excellent style builder it was a breeze!
Same issue; the style works fine as de but Special Ability 3 & 4 will only activate if the blade is directly down.
/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#CustomBlade
OS7.14 v3.01p
Single Style
Multi Phase (Special Abilities*) Transition: Smooth Fade, Time: 1000
Default: Rotoscope (Subtle) [BaseColorArg]
1: Rotoscope (Subtle) [AltColorArg]
2: Rotoscope (Subtle) [AltColor2Arg]
3: Rotoscope (Subdued) [AltColor3Arg]
Multi Phase Control: use Special Abilities controls to change Phase. Requires Alt Font.
NOTE:This style includes Control Layer. Only one Control Layer should be used per preset.
*This style REQUIRES Alt Fonts alt000/ to alt003/ to be set up. Uses altchng.wav on change.
See https://pod.hubbe.net/sound/alt_sounds.html for more information.
--Effects Included--
Effect Reaction: AudioFlicker, BaseColorArg, Type: Centered, Direction: Normal, Duration: 3000, Consecutive Effects to Max: 3
Effect Reactions: Clash, BlastIgnition Effect: SparkTip Ignition [Color: IgnitionColorArg]
Retraction Effect: SparkTip 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]
Battery Level: Blade Location (Green to Red)
Special Ability 1: Select Phase #3
Special Ability 2: Select Phase #0
Special Ability 3: Select Phase #2
Special Ability 4: Select Phase #1
Special Ability 5: Select Phase #0
Special Ability 6: Select Phase #3
*/
StylePtr<Layers<Black,ColorSelect<AltF,TrSelect<Ifon<Int<1>,Int<0>>,TrInstant,TrSmoothFadeX<Int<1000>>>,Mix<Sin<Int<16>,Int<32768>,Int<18000>>,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>,Stripes<12000,-200,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>,Mix<Int<20000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>>,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>,Mix<Int<16448>,Black,RgbArg<BASE_COLOR_ARG,Rgb<248,248,255>>>>>,Mix<Sin<Int<16>,Int<32768>,Int<18000>>,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Stripes<12000,-200,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<20000>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR_ARG,Rgb<0,255,0>>>>>,Mix<Sin<Int<16>,Int<32768>,Int<18000>>,RgbArg<ALT_COLOR2_ARG,Rgb<2,72,255>>,Stripes<12000,-200,RgbArg<ALT_COLOR2_ARG,Rgb<2,72,255>>,Mix<Int<20000>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<2,72,255>>>,RgbArg<ALT_COLOR2_ARG,Rgb<2,72,255>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR2_ARG,Rgb<2,72,255>>>>>,Mix<PulsingF<Sin<Int<30>,Int<4000>,Int<10000>>>,RgbArg<ALT_COLOR3_ARG,Rgb<255,5,5>>,Stripes<12000,-400,RgbArg<ALT_COLOR3_ARG,Rgb<255,5,5>>,RgbArg<ALT_COLOR3_ARG,Rgb<255,5,5>>,Mix<Int<7710>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<255,5,5>>>,RgbArg<ALT_COLOR3_ARG,Rgb<255,5,5>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR3_ARG,Rgb<255,5,5>>>>>>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<3>,Int<0>>,Int<-1>>,EFFECT_USER1>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<0>,Int<0>>,Int<-1>>,EFFECT_USER2>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<2>,Int<0>>,Int<-1>>,EFFECT_USER3>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<1>,Int<0>>,Int<-1>>,EFFECT_USER4>,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<TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,7992>,Int<98304>>>>,TrWipeInSparkTipX<RotateColorsX<Int<4096>,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>>,BendTimePowX<RetractionTime<500>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<0>,Int<0>>,Int<-1>>,EFFECT_USER5>,TransitionEffectL<TrDoEffectAlwaysX<TrInstant,EFFECT_ALT_SOUND,Sum<Int<3>,Int<0>>,Int<-1>>,EFFECT_USER6>,TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrInstant>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<300>>,EFFECT_BATTERY_LEVEL>>>(),
This style is likely to run on its own very simple but focused set up so in time i’m hoping to free up some buttons/trigger actions from abilities it won’t use to provide more blade on special ability slots.
But i’m far, far away from that at the moment…,
Ok, and you have the altNNN folders set up in the font correctly per the set up in the style information section?
alt000-alt003 with identical number of folders and files per folder. Had to duplicate/delete some to make everything match
OK, and you can trigger Special Ability 3 & 4, but it’s hard or you cannot trigger at all?
I never use 1 button (I personally think 1 button sabers are insufficient to support all that Proffieboard can do), so I haven’t used the 1 button controls in a while. If you can trigger but it’s hard I can give you some things to try to modify the prop, just want to check it’s because the prop is too tight on it’s angle and not something else going on.
I can trigger them but it’s just really awkward.
If I can reverse the situation it would be fine; trigger 1 & 2 pointing straight up and 3 & 4 just about anywhere else would be pretty much perfect function and style wise.
I thought I had figured out the fuse.angle1 settings but I had to use AI to get the explanation and it didn’t seem to have any effect when I made an amended buttons.h file.
Is current trigger angle -70 degrees (ish)?
Never use AI for ProffieOS, there’s a whole post pinned about that
OK, let’s try this:
Find:
#if NUM_BUTTONS == 1
if (fusor.angle1() < - ((M_PI / 2) - 0.25)) {
SaberBase::DoEffect(EFFECT_USER3, 0);
and replace with:
#if NUM_BUTTONS == 1
if (fusor.angle1() < 0) {
SaberBase::DoEffect(EFFECT_USER3, 0);
Then find:
#if NUM_BUTTONS == 1
if (fusor.angle1() < - ((M_PI / 2) - 0.25)) {
SaberBase::DoEffect(EFFECT_USER4, 0);
and replace with
#if NUM_BUTTONS == 1
if (fusor.angle1() < 0) {
SaberBase::DoEffect(EFFECT_USER4, 0);
This will make it so parallel or up is Special Ability 1 & 2 and below parallel is Special Ability 3 & 4, respecitively.
The angle on Special Abilities is a bit tight, but seeing as I never use I didn’t really pay much attention, if this works I’ll look to update in OS8.
Sorry edited above, had a > in place of an < and was missing a closing bracket. Double check with above if you already started.
Edited, compiled and flashed.
Doesn’t seem to make any difference.
I will need to go back to a previous sd card and config to test if it’s a hardware issue by testing some other similar controls.
Dual sound mode uses a different setting format for up/down:
if (fusor.angle1() > 0)
presumably 0 is horizontal and this is defining positive as up?
TBH it’s been a while, you may be right, you can try this:
if (fusor.angle1() < 0)
We need to use “less than” since 3 & 4 are the ones impacted by 1 button.
*I’ve edited above to reflect in case someone comes along in the future.
Works perfectly!
I might need to re-organise the style to shift which triggers lead to which colours.
Thanks for everything, I really appreciate your help.
Good to hear, I’ll look at making the adjustment in OS8.