Recent new build with V3.9 board from Tritium.
- I am having random audio glitches with all sound fonts where the sound will distort/glitch out briefly and then come back to normal after a second or so.
- Blade effects also garble slightly when it does this but it will also happen with no blade connected.
- This can happen on swings, clashes or ignition.
- Sometimes the ignition will occur and sound is gone completely until I power off and then on again.
I hooked up and checked serial monitor and did see some Audio underflow events.
However, once I was checking serial monitor (this is the first time doing so with this board) I noticed that serial monitor would start normal and show event/logs and respond to “on” “clash” etc. but then it will stop reporting completely.
- Board will go to disconnected state within Arduino.
- Saber is still on and acts normal to buttons etc.
- Will have to reconnect board by selecting com port again.
- SD is in during all of this and once I reconnect, the browse SD card will reopen after a few seconds.
- I have tried different cables, same result.
- I have changed my config to removing all Fett options and his prop and just having a bare bones config with basic controls and still the audio glitches occur along with the serial monitor disconnects.
- I have no disconnects or issues when uploading configs.
- I am using 7.8 currently.
- I will try to get serial logs to post.
Here is my config with it back to include options and in its current state:
// ProffieOS7 Config File
#ifdef CONFIG_TOP
#include "proffieboard_v3_config.h"
#define NUM_BLADES 5
#define NUM_BUTTONS 2
const unsigned int maxLedsPerStrip = 144;
#define VOLUME 1500
#define BOOT_VOLUME 1325
#define CLASH_THRESHOLD_G 0.5
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_ALL_EDIT_OPTIONS
#define SAVE_COLOR_CHANGE
#define FETT263_EDIT_MODE_MENU
#define FETT263_SPECIAL_ABILITIES
#define FETT263_DUAL_MODE_SOUND
#define FETT263_CLASH_STRENGTH_SOUND
#define FETT263_MAX_CLASH 10
#define FETT263_SAY_COLOR_LIST
#define FETT263_SAY_COLOR_LIST_CC
#define FETT263_SAY_BATTERY_PERCENT
#define FETT263_HOLD_BUTTON_LOCKUP
#define FETT263_BATTLE_MODE_START_ON
#define FETT263_LOCKUP_DELAY 200
#define FETT263_BM_CLASH_DETECT 6
#define FETT263_THRUST_ON
#define FETT263_FORCE_PUSH
#define FETT263_FORCE_PUSH_LENGTH 5
#endif
#ifdef CONFIG_PROP
#include "../props/saber_fett263_buttons.h"
#endif
#ifdef CONFIG_PRESETS
Preset presets[] = {
{ "Protostar", "",
StylePtr<Layers<
//Base Fett263 Dark Orange Audioflicker
AudioFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<128,34,0>>>,
//Unstable Orange-Red Audioflicker Swing Effect
AlphaL<AudioFlicker<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,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<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,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, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,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, red = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,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>>>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
},
{ "Apocalypse" ,"",
StylePtr<Layers<
Mix<SmoothStep<Scale<SwingSpeed<400>,Int<6000>,Int<24000>>,Int<10000>>,Mix<Sin<Int<30>>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>,300>,RotateColorsX<Variation,Rgb<30,0,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>>,HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<125,0,0>>,40>>,
//Swing responsive humpflicker/rotating red/orange unstable base, unstable takes over the blade the harder you swing
//HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,
//Alternate plain humpflicker
AlphaL<AlphaL<AudioFlickerL<RotateColorsX<Variation,Rgb16<65535,8729,0>>>,SwingSpeed<350>>,SmoothStep<Scale<SwingSpeed<450>,Int<29000>,Int<9500>>,Int<16000>>>,
//Responsive edge audioflicker swing - starts at the tip and takes over the blade the harder you swing
LockupTrL<Layers<
AlphaL<AudioFlickerL<Rgb<255,150,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
AlphaL<Moccasin,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<500>>,TrConcat<TrInstant,White,TrFade<600>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TrFade<50>,RotateColorsX<Variation,Rgb16<65535,8729,0>>,TrFade<525>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TrFade<50>,RotateColorsX<Variation,Rgb16<35913,7294,0>>,TrFade<250>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TrFade<100>,RotateColorsX<Variation,Rgb16<20393,1818,0>>,TrBoing<950,3>>,SaberBase::LOCKUP_NORMAL>,
//Responsive lockup with unstable cooldown
//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<3000>>,SaberBase::LOCKUP_NORMAL>,
//Alternate normal endlock effect
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,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
//ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
//Alternate responsive blast
ResponsiveClashL<TransitionEffect<Rgb<255,150,0>,Moccasin,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,Orange>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<70,25,5>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RotateColorsX<Variation,Rgb<75,20,5>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<155,25,0>>,RotateColorsX<Variation,Rgb<65,15,0>>>>,TrFade<2500>,Stripes<3000,-2250,RotateColorsX<Variation,DarkOrange>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<195,15,0>>,RotateColorsX<Variation,Rgb<50,15,0>>>,BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RotateColorsX<Variation,Rgb<85,15,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<155,25,0>>,RotateColorsX<Variation,Rgb<95,15,0>>>>,TrFade<1000>,Stripes<3000,-1500,RotateColorsX<Variation,Rgb16<65535,8729,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<195,10,0>>,RotateColorsX<Variation,Rgb<55,5,0>>>,BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RotateColorsX<Variation,Rgb<185,10,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<255,13,0>>,RotateColorsX<Variation,Rgb<105,3,0>>>>,TrFade<2500>>,EFFECT_IGNITION>,
//Unstable ignition
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<255,75,0>>,40>,TrFade<500>>,EFFECT_RETRACTION>,
//Humpflicker retraction
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,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<TrWipeSparkTip<White,175,250>,TrColorCycle<500>>,
//Spark tip ignition, cycle down retraction
TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<500>,Int<5500>>,Int<-4000>>>,TrFade<1100>>,EFFECT_RETRACTION>,
//White flicker retraction effect
TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<10000>>>,TrFade<1600>,AlphaL<RotateColorsX<Variation,Orange>,Bump<Int<0>,Int<8000>>>,TrFade<1400>,AlphaL<RotateColorsX<Variation,Red>,Bump<Int<0>,Int<6000>>>,TrFade<1000>>,EFFECT_RETRACTION>,
//Emitter cool off retraction effect
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,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, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,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, red = low
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<3000>,Int<2000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Red>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb16<14386,0,0>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Red>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Red>>>,DarkOrange,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<25000>>,Int<-4000>>>,TrDelay<6500>>,EFFECT_PREON>,
//Noise responsive preon
TransitionEffectL<TrConcat<TrDelay<3000>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Red>,Int<115>,Int<400>,Int<250>,Int<0>>>,TrDelay<1000>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Red>,Int<215>,Int<300>,Int<395>,Int<0>>>,TrDelay<1500>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Red>,Int<345>,Int<200>,Int<500>,Int<0>>>,TrDelay<1500>,AlphaL<RotateColorsX<Variation,Red>,Bump<Int<0>,Int<6000>>>,TrBoing<500,2>>,EFFECT_PREON>,
//Charge up, wave out preon
TransitionEffectL<TrConcat<TrFade<1500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Red>,10>,Bump<Int<0>,Int<4000>>>,TrFade<2000>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Orange>,15>,Bump<Int<0>,Int<5000>>>,TrFade<2500>,AlphaL<HumpFlickerL<White,20>,Bump<Int<0>,Int<6000>>>,TrBoing<500,2>>,EFFECT_PREON>
//Emitter heat up preon
>>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),},
{ "Deadlink" ,"",
StylePtr<Layers<
HumpFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<150,0,150>>,50>,
//Magenta HumpFlicker
AlphaL<Stripes<2500,-3000,RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb16<12482,0,18076>>,Pulsing<RotateColorsX<Variation,Rgb<10,0,26>>,Black,800>>,SwingSpeed<350>>,
//Ripple swing effect
//AlphaL<AudioFlickerL<Stripes<2500,-3000,RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb16<12482,0,18076>>,Pulsing<RotateColorsX<Variation,Rgb<10,0,26>>,Black,800>>>,SwingSpeed<300>>,
//Alternate audioflicker ripple swing effect
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,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,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<33124,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<3500>>,Int<-4000>>>,
//Sparking emitter flare
ResponsiveStabL<Red>,
//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<TrDelay<875>,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<160,0,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<21,0,52>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<160,0,255>>,RotateColorsX<Variation,Rgb<21,0,52>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>>,TrFade<250>,HumpFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<80,0,80>>,50>,TrFade<400>,Stripes<3000,-3500,RotateColorsX<Variation,DeepPink>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<21,0,52>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<160,0,255>>,RotateColorsX<Variation,Rgb<21,0,52>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>>,TrFade<1500>>,EFFECT_IGNITION>,
//Unstable ignition effect
TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<180,60,255>>,40>,TrFade<2000>>,EFFECT_RETRACTION>,
//Bright HumpFlicker 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<>,Red,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<TrConcat<TrWipeIn<200>,RandomBlink<30000,RotateColorsX<Variation,Rgb16<65535,13655,65535>>>,TrWipeIn<200>,Mix<SmoothStep<Scale<SlowNoise<Int<30000>>,Int<1000>,Int<6000>>,Int<-3000>>,Black,RotateColorsX<Variation,Rgb16<65535,13655,65535>>>,TrDelay<400>,Mix<SmoothStep<Int<4000>,Int<-3000>>,Black,White>,TrWipe<175>>,TrColorCycle<2000>>,
//Lightning strike ignition, cycle down retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,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, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,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, red = low
>>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),},
{ "Exalted" ,"",
StylePtr<Layers<
Mix<SwingSpeed<400>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<60,0,0>>>,300>,RotateColorsX<Variation,Rgb<80,0,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,AudioFlicker<RotateColorsX<Variation,Rgb16<65535,8357,0>>,RotateColorsX<Variation,Rgb16<42307,1982,0>>>>,
//Unstable red with blood orange audioflicker swing effects
AlphaL<Stripes<2500,-3000,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<60,0,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,0,0>>,Black,800>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,
//Hard swings cause red to ripple up the blade
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,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,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<65535,11439,0>>,SmoothStep<Scale<SlowNoise<Int<3000>>,Int<2000>,Int<3500>>,Int<-3000>>>,
//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<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
//Responsive clash
TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb16<65535,8357,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<60,0,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>>,TrFade<1200>>,EFFECT_IGNITION>,
//Unstable fiery ignition effect
LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
//Drag
LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,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<TrWipeSparkTip<White,250>,TrColorCycle<1450>,Black>,
//Spark tip ignition, cycle down retraction
//TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
//TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,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, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,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, red = low
//,TransitionEffectL<TrConcat<TrFade<100>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,500>,Bump<Int<0>,Int<6000>>>,TrBoing<600,9>>,EFFECT_PREON>
//Optional Clickity Preon, I recommend using Analog's preon :) Make sure to leave the comma at the beginning in if you're using the on demand battery level
>>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),},
{ "Mercenary" ,"",
StylePtr<Layers<Stripes<3000,-3500,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<AudioFlicker<RotateColorsX<Variation,Red>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<80,0,0>>,Black,200>>,Int<400>,Int<100>,Int<200>,Int<0>>,AlphaL<Red,Int<0>>,TrDelayX<Scale<SlowNoise<Int<1000>>,Int<100>,Int<1000>>>>>,TransitionLoopL<TrConcat<TrWaveX<AudioFlicker<RotateColorsX<Variation,Red>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<60,0,0>>,300>>,Int<400>,Int<100>,Int<200>,Int<0>>,AlphaL<Red,Int<0>>,TrDelayX<Scale<SlowNoise<Int<1000>>,Int<200>,Int<1500>>>>>,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<400>>,SaberBase::LOCKUP_NORMAL>,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<Orange,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>,Int<20000>>,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>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipe<300>,TrWipeIn<500>,Black>>>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),},
{ "TeensySF", "tracks/venus.wav",
StyleNormalPtr<CYAN, WHITE, 300, 800>(),
StyleNormalPtr<CYAN, WHITE, 300, 800>(),
StyleNormalPtr<CYAN, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "cyan"},
{ "SmthJedi", "common/tracks/mars.wav",
StylePtr<InOutSparkTip<EASYBLADE(BLUE, WHITE), 300, 800> >(),
StylePtr<InOutSparkTip<EASYBLADE(BLUE, WHITE), 300, 800> >(),
StylePtr<InOutSparkTip<EASYBLADE(BLUE, WHITE), 300, 800> >(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "blue"},
{ "SmthGrey", "tracks/mercury.wav",
StyleFirePtr<RED, YELLOW, 0>(),
StyleFirePtr<RED, YELLOW, 1>(),
StyleFirePtr<RED, YELLOW, 2>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "fire"},
{ "SmthFuzz", "tracks/uranus.wav",
StyleNormalPtr<RED, WHITE, 300, 800>(),
StyleNormalPtr<RED, WHITE, 300, 800>(),
StyleNormalPtr<RED, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "red"},
{ "RgueCmdr", "tracks/venus.wav",
StyleFirePtr<BLUE, CYAN, 0>(),
StyleFirePtr<BLUE, CYAN, 1>(),
StyleFirePtr<BLUE, CYAN, 2>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "blue fire"},
{ "TthCrstl", "tracks/mars.wav",
StylePtr<InOutHelper<EASYBLADE(OnSpark<GREEN>, WHITE), 300, 800> >(),
StylePtr<InOutHelper<EASYBLADE(OnSpark<GREEN>, WHITE), 300, 800> >(),
StylePtr<InOutHelper<EASYBLADE(OnSpark<GREEN>, WHITE), 300, 800> >(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "green"},
{ "SmthJedi", "tracks/uranus.wav",
StyleNormalPtr<AudioFlicker<YELLOW, WHITE>, BLUE, 300, 800>(),
StyleNormalPtr<AudioFlicker<YELLOW, WHITE>, BLUE, 300, 800>(),
StyleNormalPtr<AudioFlicker<YELLOW, WHITE>, BLUE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "yellow"},
{ "SmthGrey", "tracks/venus.wav",
StylePtr<InOutSparkTip<EASYBLADE(MAGENTA, WHITE), 300, 800> >(),
StylePtr<InOutSparkTip<EASYBLADE(MAGENTA, WHITE), 300, 800> >(),
StylePtr<InOutSparkTip<EASYBLADE(MAGENTA, WHITE), 300, 800> >(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "magenta"},
{ "SmthFuzz", "tracks/mars.wav",
StyleNormalPtr<Gradient<RED, BLUE>, Gradient<CYAN, YELLOW>, 300, 800>(),
StyleNormalPtr<Gradient<RED, BLUE>, Gradient<CYAN, YELLOW>, 300, 800>(),
StyleNormalPtr<Gradient<RED, BLUE>, Gradient<CYAN, YELLOW>, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "gradient"},
{ "RgueCmdr", "tracks/mercury.wav",
StyleRainbowPtr<300, 800>(),
StyleRainbowPtr<300, 800>(),
StyleRainbowPtr<300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "rainbow"},
{ "TthCrstl", "tracks/uranus.wav",
StyleStrobePtr<WHITE, Rainbow, 15, 300, 800>(),
StyleStrobePtr<WHITE, Rainbow, 15, 300, 800>(),
StyleStrobePtr<WHITE, Rainbow, 15, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(),
StyleNormalPtr<WHITE, WHITE, 300, 800>(), "strobe"},
};
BladeConfig blades[] = {
{ 0, WS281XBladePtr<117, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
SubBladeWithStride(0, 15, 2, WS281XBladePtr<16, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >()),
SubBladeWithStride(1, 15, 2, NULL),
SimpleBladePtr<CreeXPE2WhiteTemplate<550>, NoLED, NoLED, NoLED, blade5Pin, -1, -1, -1>(),
SimpleBladePtr<CreeXPE2WhiteTemplate<550>, NoLED, NoLED, NoLED, blade6Pin, -1, -1, -1>()
, CONFIGARRAY(presets) },
};
#endif
#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
Button AuxButton(BUTTON_AUX, auxPin, "aux");
#endif
/* Generated with Fett263 Config Helper v2.0 */