Style code for Sparktip ignition accel. and decel

Hi there,
Ive managed to get standard ignition acceleration/decelleration working on OS7
Can someone direct me to the style code for the sparktip version, thanks for your help

TrWipe would be TrWipeSparkTip.
TrWipeIn would be TrWipeInSparkTip.

1 Like

Thanks NoSloppy!

Hi I’m trying to get a decellerating SparkTip Ignition, but I’ve got no Idea where to put the Style Code: TrWipeSparkTipX< BendTimePowX< IgnitionTime<0>, Int<10992>> >

StylePtr<Layers<RandomFlicker<Stripes<24000,-1400,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,RgbArg<ALT_COLOR_ARG,Rgb<255,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<16448>,Black,RgbArg<ALT_COLOR_ARG,Rgb<255,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,AlphaL<RandomPerLEDFlickerL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<Scale<NoisySoundLevel,IntArg<EMITTER_SIZE_ARG,2000>,Sum<IntArg<EMITTER_SIZE_ARG,2000>,Int<6000>>>,Int<-6000>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<0,255,255>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrRandom<TrConcat<TrInstant,AlphaMixL<Bump<EffectPosition<EFFECT_BLAST>,Scale<EffectPosition<EFFECT_BLAST>,Int<9000>,Int<12000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<0,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<0,255,255>>>>,TrFade<300>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<0,255,255>>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,EFFECT_BLAST>,AlphaL<TransitionEffectL<TrSelect<Scale<ClashImpactF<>,Int<0>,Int<4>>,TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<0,255,255>>,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<8000>,Int<12000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<600>>>>,TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<0,255,255>>,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>>>>,TrSparkX<Remap<CenterDistF<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>>>>,Stripes<1500,-3000,RgbArg<CLASH_COLOR_ARG,Rgb<0,255,255>>,Mix<Int<16384>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<0,255,255>>>>>,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>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<0,255,255>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<0,255,255>>,TrFadeX<Scale<ClashImpactF<>,Int<300>,Int<500>>>>>,EFFECT_CLASH>,Scale<ClashImpactF<>,Int<24000>,Int<32768>>>,LockupTrL<TransitionEffect<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,Rgb<0,255,255>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>>>,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>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>,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,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,Rgb<0,255,255>>,Int<300>,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>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<0,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,24,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrSelect<IntArg<IGNITION_OPTION_ARG,0>,TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,IgnitionTime<600>>,TrWipeX<IgnitionTime<600>>>,TrSelect<IntArg<RETRACTION_OPTION_ARG,0>,TrWipeInSparkTipX<RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,RetractionTime<800>>,TrWipeInX<RetractionTime<800>>>,Black>,TransitionEffectL<TrConcat<TrFadeX<Mult<Int<8192>,WavLen<EFFECT_PREON>>>,AlphaL<HumpFlickerL<RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,10>,SmoothStep<IntArg<PREON_SIZE_ARG,2943>,Int<-4000>>>,TrFadeX<Mult<Int<8192>,WavLen<EFFECT_PREON>>>,AlphaL<HumpFlickerL<RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,15>,SmoothStep<Sum<Int<2000>,IntArg<PREON_SIZE_ARG,2943>>,Int<-4000>>>,TrFadeX<Mult<Int<8192>,WavLen<EFFECT_PREON>>>,AlphaL<HumpFlickerL<RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,20>,SmoothStep<Sum<Int<4000>,IntArg<PREON_SIZE_ARG,2943>>,Int<-4000>>>,TrBoingX<Mult<Int<8192>,WavLen<EFFECT_PREON>>,3>>,EFFECT_PREON>,TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrInstant>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<300>>,EFFECT_BATTERY_LEVEL>>>()},

Please help!

  1. Stick it in the style editor.
  2. Hit submit
  3. Click on the top of the organized view on the right to make it re-format the style.
  4. Find the in-out layer (should be near the bottom)
  5. click on the transition part of that layer, and replace it with the one above.

Thank you!

Stuck on the last step the editor wont accept BendTimePowX

Oh right, that’s an OS7 thing, and the editor has not been updated for OS7 yet.
So what I would do is to use the editor to replace the transition with something super simple, like TrFade<5> or something. Then you can easily replace it with something in an editor afterwards.

1 Like

Ok thanks profezzorn