I don’t get it, my clashes keep appearing slightly red/orange. it should be pure white. is it real clash causing it?
/* copyright Fett263 Rotoscope (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#Rotoscope
OS7.14 v3.24p
Single Style
Base Style: Hyper Responsive Rotoscope (Original Trilogy)
Base Color: Rgb<0,255,0> (0)
--Effects Included--
Effect Reaction: HumpFlicker, IgnitionColorArg, Type: Responsive Center, Direction: Normal, Duration: 500, Consecutive Effects to Max: 6
Effect Reactions: Clash, Blast, Lockup, Lightning BlockIgnition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Localized Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing HumpFlicker - 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]
Stab Effect: AudioFlicker Stab [Color: EmitterColorArg]
Blast Effect: Responsive Blast Fade (Large) [Color: BlastColorArg]
Clash Effect: Real Clash V3 [Color: ClashColorArg]
*/
StylePtr<Layers<Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,Rgb<0,255,0>,Rgb<0,255,0>,Mix<Int<7710>,Black,Rgb<0,255,0>>,Rgb<0,255,0>,Mix<Int<19276>,Black,Rgb<0,255,0>>>,Rgb<0,255,0>>,Rgb<0,255,0>>,AlphaL<AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<20000>,Int<32000>>,Int<8000>>>,HumpFlickerL<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,80>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<20000>,Int<32000>>,Int<8000>>,Int<30000>>>,HoldPeakF<Mult<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_BLAST>,LockupPulseF<SaberBase::LOCKUP_NORMAL>,LockupPulseF<SaberBase::LOCKUP_LIGHTNING_BLOCK>>,IncrementWithReset<ThresholdPulseF<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_BLAST>,LockupPulseF<SaberBase::LOCKUP_NORMAL>,LockupPulseF<SaberBase::LOCKUP_LIGHTNING_BLOCK>>,Int<30000>>,ThresholdPulseF<InvertF<HoldPeakF<Sum<EffectPulseF<EFFECT_CLASH>,EffectPulseF<EFFECT_BLAST>,LockupPulseF<SaberBase::LOCKUP_NORMAL>,LockupPulseF<SaberBase::LOCKUP_LIGHTNING_BLOCK>>,Int<500>,Int<8172>>>,Int<30000>>,Int<32768>,Int<5461>>>,Int<251>,Int<10000>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<MELT_SIZE_ARG,17395>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<8000>>,Int<14000>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,0,0>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,0,0>>>>,TrFade<300>>,EFFECT_BLAST>,AlphaL<TransitionEffectL<TrSelect<Scale<ClashImpactF<>,Int<0>,Int<4>>,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<8000>,Int<12000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<600>>>>,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>>>>,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<255,255,255>>,Mix<Int<16384>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>>>>,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<255,255,255>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,TrConcat<TrInstant,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,TrFadeX<Scale<ClashImpactF<>,Int<300>,Int<500>>>>>,EFFECT_CLASH>,Scale<ClashImpactF<>,Int<24000>,Int<32768>>>,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<20000>,Int<28000>>>,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<20000>,Int<28000>>>>,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<20000>,Int<24000>>>>,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>>>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