NoSloppy

AllInOne style EffectScroll

Oct 31st, 2020
109
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 20.28 KB | None | 0 0
  1.  
  2. StylePtr<Layers<
  3. // Main Blade Color/Styles Base
  4. ColorChange<TrFade<1000>,
  5. // 1 AudioFlicker Default = Green
  6. AudioFlicker<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,128,0>>>,
  7. // 2 AudioFlicker Default = Red
  8. AudioFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>>,
  9. // 3 AudioFlicker Default = DeepSkyBlue
  10. AudioFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,0,128>>>,
  11. // 4 Unstable Default = Red
  12. StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,0,0>>,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>>,
  13. // 5 AudioFlicker Default = Golden Yellow
  14. AudioFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,RotateColorsX<Variation,Rgb<90,65,0>>>,
  15. // 6 RandomFlicker Bright Swing = Blue
  16. Mix<SwingSpeed<400>,RandomFlicker<RotateColorsX<Variation,Blue>,RotateColorsX<Variation,Rgb<0,0,128>>>,Mix<SwingSpeed<800>,RotateColorsX<Variation,Blue>,RotateColorsX<Variation,Rgb<150,150,255>>>>,
  17. // 7 Stripes based Center Pull in Default = Light Purple
  18. Mix<SmoothStep<Int<16000>,Int<10000>>,Stripes<5000,-1500,RotateColorsX<Variation,Rgb<95,0,210>>,RotateColorsX<Variation,Rgb<30,0,50>>,RotateColorsX<Variation,Rgb<130,40,230>>,RotateColorsX<Variation,Rgb<42,0,110>>>,Stripes<5000,1500,RotateColorsX<Variation,Rgb<95,0,210>>,RotateColorsX<Variation,Rgb<30,0,50>>,RotateColorsX<Variation,Rgb<130,40,230>>,RotateColorsX<Variation,Rgb<42,0,110>>>>,
  19. // 8 AudioFlicker Bright Swing Default = Silver White
  20. Mix<SwingSpeed<500>,AudioFlicker<RotateColorsX<Variation,Rgb<110,150,255>>,RotateColorsX<Variation,Rgb<80,90,130>>>,Mix<SwingSpeed<800>,AudioFlicker<RotateColorsX<Variation,Rgb<110,150,255>>,RotateColorsX<Variation,White>>,RotateColorsX<Variation,White>>>,
  21. // 9 HumpFlicker Blade Default = PurpleBlue
  22. HumpFlicker<RotateColorsX<Variation,Rgb16<5547,468,19506>>,Rgb16<7,1899,65535>,50>,
  23. // 10 HumpFlicker tight speckle humps Blade Default = Orange
  24. HumpFlicker<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<60,15,0>>,10>,
  25. // 11 Stripes based Pulse blade Default = Green
  26. Stripes<10000,-2000,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,60,0>>,RotateColorsX<Variation,Rgb<50,255,50>>,RotateColorsX<Variation,Rgb<0,128,0>>>,
  27. // 12 Color Cycle to Glitchy Pulsing Blade Default = Green
  28. ColorCycle<RotateColorsX<Variation,Rgb<0,128,0>>,100,-3250,RotateColorsX<Variation,BlinkingX<RandomFlicker<RandomBlink<13000,RotateColorsX<Variation,Rgb<128,200,128>>,RotateColorsX<Variation,Black>>,RotateColorsX<Variation,Green>>,RandomFlicker<RotateColorsX<Variation,Rgb<0,128,0>>,RotateColorsX<Variation,Rgb<30,30,30>>>,Scale<SlowNoise<Int<16000>>,Int<300>,Int<1000>>,Scale<SlowNoise<Int<16000>>,Int<200>,Int<650>>>>,50,3000,3000>>,
  29.  
  30.  
  31. // Localized Clash
  32. TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<50>>,EFFECT_CLASH>,
  33. LocalizedClashL<BrownNoiseFlicker<Yellow,White,500>,100>,
  34. TransitionEffectL<TrConcat<TrWipeIn<300>,AlphaL<Stripes<5000,1000,Red,Rgb<80,0,0>,Black,Rgb<150,50,50>>,SmoothStep<Int<20000>,Int<2000>>>,TrJoin<TrSmoothFade<900>,TrWipe<700>>>,EFFECT_STAB>,
  35. // Universal color blade Blast
  36. TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrDelay<50>,AlphaL<Red,Int<6000>>,TrJoinR<TrWipe<50>,TrWipeIn<50>>>,EFFECT_BLAST>,
  37. BlastL<ColorSequence<400,Red,Green,Blue,White,Black>,400,250,401>,
  38. AlphaL<White,BlastF<400,300,100000>>,
  39.  
  40. // 3-Layer Lockup Bump for less gradient fade. SmoothStep mask follows blade color
  41. // LockupTrL<Layers<
  42. // // Bottom Lockup Bump layer, tight ends masked with SmoothSteps of base color:
  43. // Sparkle<BrownNoiseFlicker<Rgb<128,128,128>,Yellow,50>,White,800,500>,
  44.  
  45. // // Tip side mask
  46. // AlphaL<ColorChange<TrFade<1000>,
  47. // // 1 AudioFlicker Default = Green
  48. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>,RotateColorsX<Variation,Rgb<50,255,50>>>,300>,RotateColorsX<Variation,Rgb<0,50,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  49.  
  50. // // 2 AudioFlicker Default = Red
  51. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,RotateColorsX<Variation,Rgb<255,50,50>>>,300>,RotateColorsX<Variation,Rgb<50,0,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  52. // // 3 AudioFlicker Default = DeepSkyBlue
  53. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,DeepSkyBlue>,RandomPerLEDFlicker<RotateColorsX<Variation,DodgerBlue>,RotateColorsX<Variation,Rgb16<128,2817,37981>>>,300>,RotateColorsX<Variation,Rgb<0,0,50>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  54. // // 4 Unstable Default = Red
  55. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>,300>,RotateColorsX<Variation,Rgb<60,0,0>>,RotateColorsX<Variation,Rgb<255,50,50>>,RotateColorsX<Variation,Rgb<128,0,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  56. // // 5 AudioFlicker Default = Golden Yellow
  57. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,25,0>>,RotateColorsX<Variation,Rgb<60,60,0>>>,300>,RotateColorsX<Variation,Rgb<60,60,0>>,RotateColorsX<Variation,Rgb<100,100,50>>,RotateColorsX<Variation,Rgb<90,65,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  58. // // 6 RandomFlicker Bright Swing = Blue
  59. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Blue>,RotateColorsX<Variation,Rgb<0,0,100>>,500>,RotateColorsX<Variation,Rgb<0,0,25>>,RotateColorsX<Variation,Rgb16<128,2817,37981>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  60. // // 7 Stripes based Center Pull in Default = Light Purple
  61. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<95,0,210>>,RotateColorsX<Variation,Rgb<30,0,50>>,500>,RotateColorsX<Variation,Rgb<100,10,200>>,RotateColorsX<Variation,Rgb<42,0,110>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  62. // // 8 AudioFlicker Bright Swing Default = Silver White
  63. // PulsingX<RotateColorsX<Variation,Rgb<110,150,255>>,RotateColorsX<Variation,Rgb<80,90,130>>,RotateColorsX<Variation,Rgb<110,150,255>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  64. // // 9 HumpFlicker Blade Default = PurpleBlue
  65. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<5547,468,19506>>,RotateColorsX<Variation,Rgb16<7,1899,65535>>,500>,RotateColorsX<Variation,Rgb<0,10,200>>,RotateColorsX<Variation,Rgb<60,60,80>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  66. // // 10 HumpFlicker Blade Default = Orange
  67. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<60,15,0>>,500>,RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<255,150,60>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  68. // // 11 Stripes based Pulse blade Default = Green
  69. // PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,60,0>>,RotateColorsX<Variation,Rgb<50,255,50>>,RotateColorsX<Variation,Rgb<0,128,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  70. // // 12 Color Cycle to Pulsing Blade Default = Green
  71. // PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,60,0>>,RotateColorsX<Variation,Rgb<50,255,50>>,RotateColorsX<Variation,Rgb<0,128,0>>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  72.  
  73.  
  74. // SmoothStep<Scale<BladeAngle<>,Int<26500>,Int<12500>>,Int<6000>>>,
  75.  
  76.  
  77. // // Hilt side mask
  78. // AlphaL<ColorChange<TrFade<1000>,
  79. // // 1 AudioFlicker Default = Green
  80. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>,RotateColorsX<Variation,Rgb<50,255,50>>>,300>,RotateColorsX<Variation,Rgb<0,50,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  81. // // 2 AudioFlicker Default = Red
  82. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,RotateColorsX<Variation,Rgb<255,50,50>>>,300>,RotateColorsX<Variation,Rgb<50,0,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  83. // // 3 AudioFlicker Default = DeepSkyBlue
  84. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,DeepSkyBlue>,RandomPerLEDFlicker<RotateColorsX<Variation,DodgerBlue>,RotateColorsX<Variation,Rgb16<128,2817,37981>>>,300>,RotateColorsX<Variation,Rgb<0,0,50>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  85. // // 4 Unstable Default = Red
  86. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>,300>,RotateColorsX<Variation,Rgb<60,0,0>>,RotateColorsX<Variation,Rgb<255,50,50>>,RotateColorsX<Variation,Rgb<128,0,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  87. // // 5 AudioFlicker Default = Golden Yellow
  88. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,25,0>>,RotateColorsX<Variation,Rgb<60,60,0>>>,300>,RotateColorsX<Variation,Rgb<60,60,0>>,RotateColorsX<Variation,Rgb<100,100,50>>,RotateColorsX<Variation,Rgb<90,65,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  89. // // 6 RandomFlicker Bright Swing = Blue
  90. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Blue>,RotateColorsX<Variation,Rgb<0,0,100>>,500>,RotateColorsX<Variation,Rgb<0,0,25>>,RotateColorsX<Variation,Rgb16<128,2817,37981>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  91. // // 7 Stripes based Center Pull in Default = Light Purple
  92. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<95,0,210>>,RotateColorsX<Variation,Rgb<30,0,50>>,500>,RotateColorsX<Variation,Rgb<100,10,200>>,RotateColorsX<Variation,Rgb<42,0,110>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  93. // // 8 AudioFlicker Bright Swing Default = Silver White
  94. // PulsingX<RotateColorsX<Variation,Rgb<110,150,255>>,RotateColorsX<Variation,Rgb<80,90,130>>,RotateColorsX<Variation,Rgb<110,150,255>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  95. // // 9 HumpFlicker Blade Default = PurpleBlue
  96. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<5547,468,19506>>,RotateColorsX<Variation,Rgb16<7,1899,65535>>,500>,RotateColorsX<Variation,Rgb<0,10,200>>,RotateColorsX<Variation,Rgb<60,60,80>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  97. // // 10 HumpFlicker Blade Default = Orange
  98. // PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<60,15,0>>,500>,RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<255,150,60>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  99. // // 11 Stripes based Pulse blade Default = Green
  100. // PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,60,0>>,RotateColorsX<Variation,Rgb<50,255,50>>,RotateColorsX<Variation,Rgb<0,128,0>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  101. // // 12 Color Cycle to Pulsing Blade Default = Green
  102. // PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,60,0>>,RotateColorsX<Variation,Rgb<50,255,50>>,RotateColorsX<Variation,Rgb<0,128,0>>>,Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  103.  
  104.  
  105.  
  106. // SmoothStep<Scale<BladeAngle<>,Int<17500>,Int<3500>>,Int<-6000>>>>,TrInstant,TrInstant,SaberBase::LOCKUP_NORMAL>,
  107.  
  108. // // // // /// /// / / / / / / / REVISED LOCKUP MASKS LAYERS / / / / / / / / / / / / //
  109.  
  110. LockupTrL<Layers<
  111. Sparkle<BrownNoiseFlicker<Rgb<128,128,128>,Yellow,50>,White,800,500>,
  112. AlphaL<ColorChange<TrFade<1000>,
  113. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>, RotateColorsX<Variation,Rgb<50,255,50>>>,300>, RotateColorsX<Variation,Rgb<0,50,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  114. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>, RotateColorsX<Variation,Rgb<255,50,50>>>,300>, RotateColorsX<Variation,Rgb<50,0,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  115. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,DeepSkyBlue>, RandomPerLEDFlicker<RotateColorsX<Variation,DodgerBlue>, RotateColorsX<Variation,Rgb16<128,2817,37981>>>,300>,RotateColorsX<Variation,Rgb<0,0,50>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  116. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>, RotateColorsX<Variation,Rgb<255,50,50>>>,300>, RotateColorsX<Variation,Rgb<50,0,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  117. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,25,0>>,RotateColorsX<Variation,Rgb<120,120,0>>>,300>, RotateColorsX<Variation,Rgb<20,20,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  118. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Blue>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,0,60>>, RotateColorsX<Variation,Rgb<50,50,255>>>,500>, RotateColorsX<Variation,Rgb<0,0,50>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  119. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<95,0,210>>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<30,0,50>>,RotateColorsX<Variation,Rgb<100,10,200>>>,500>, RotateColorsX<Variation,Rgb<21,0,55>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  120. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<80,90,130>>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<55,75,128>>,RotateColorsX<Variation,Rgb<200,200,255>>>,500>, RotateColorsX<Variation,Rgb<45,65,115>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  121. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<21,0,75>>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,10,255>>,RotateColorsX<Variation,Rgb<100,100,255>>>,500>, RotateColorsX<Variation,Rgb<0,0,50>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  122. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Orange>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,15,0>>,RotateColorsX<Variation,Rgb<255,150,60>>>,500>, RotateColorsX<Variation,Rgb<70,25,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  123. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>, RotateColorsX<Variation,Rgb<50,255,50>>>,300>, RotateColorsX<Variation,Rgb<0,50,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  124. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>, RotateColorsX<Variation,Rgb<50,255,50>>>,300>, RotateColorsX<Variation,Rgb<0,50,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>>,
  125. SmoothStep<Scale<BladeAngle<>,Int<26500>,Int<12500>>,Int<6000>>>,
  126. AlphaL<ColorChange<TrFade<1000>,
  127. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>, RotateColorsX<Variation,Rgb<50,255,50>>>,300>, RotateColorsX<Variation,Rgb<0,50,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  128. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>, RotateColorsX<Variation,Rgb<255,50,50>>>,300>, RotateColorsX<Variation,Rgb<50,0,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  129. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,DeepSkyBlue>, RandomPerLEDFlicker<RotateColorsX<Variation,DodgerBlue>, RotateColorsX<Variation,Rgb16<128,2817,37981>>>,300>,RotateColorsX<Variation,Rgb<0,0,50>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  130. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Red>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>, RotateColorsX<Variation,Rgb<255,50,50>>>,300>, RotateColorsX<Variation,Rgb<50,0,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  131. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,25,0>>,RotateColorsX<Variation,Rgb<120,120,0>>>,300>, RotateColorsX<Variation,Rgb<20,20,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  132. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Blue>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,0,60>>, RotateColorsX<Variation,Rgb<50,50,255>>>,500>, RotateColorsX<Variation,Rgb<0,0,50>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  133. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<95,0,210>>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<30,0,50>>,RotateColorsX<Variation,Rgb<100,10,200>>>,500>, RotateColorsX<Variation,Rgb<21,0,55>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  134. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<80,90,130>>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<55,75,128>>,RotateColorsX<Variation,Rgb<200,200,255>>>,500>, RotateColorsX<Variation,Rgb<45,65,115>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  135. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<21,0,75>>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,10,255>>,RotateColorsX<Variation,Rgb<100,100,255>>>,500>, RotateColorsX<Variation,Rgb<0,0,50>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  136. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Orange>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,15,0>>,RotateColorsX<Variation,Rgb<255,150,60>>>,500>, RotateColorsX<Variation,Rgb<70,25,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  137. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>, RotateColorsX<Variation,Rgb<50,255,50>>>,300>, RotateColorsX<Variation,Rgb<0,50,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>,
  138. PulsingX<BrownNoiseFlicker<RotateColorsX<Variation,Green>, RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,60,0>>, RotateColorsX<Variation,Rgb<50,255,50>>>,300>, RotateColorsX<Variation,Rgb<0,50,0>>, Scale<SlowNoise<Int<3000>>,Int<500>,Int<1000>>>>,
  139. SmoothStep<Scale<BladeAngle<>,Int<17500>,Int<3500>>,Int<-6000>>>>,TrInstant,TrInstant,SaberBase::LOCKUP_NORMAL>,
  140.  
  141. // Mid and Top Bump Layers
  142. LockupTrL<AlphaL<AudioFlicker<BrownNoiseFlicker<Strobe<Black,OrangeRed,20,25>,Yellow,400>,Rgb<180,180,180>>,Bump<Scale<BladeAngle<>,Int<22000>,Int<8000>>,Int<8000>>>,TrInstant,TrInstant,SaberBase::LOCKUP_NORMAL>,
  143. LockupTrL<AlphaL<BlinkingX<Yellow,BlinkingX<Rgb<255,20,20>,White,Int<150>,Scale<SlowNoise<Int<3000>>,Int<250>,Int<750>>>,Int<150>,Scale<SlowNoise<Int<3000>>,Int<100>,Int<900>>>,Bump<Scale<BladeAngle<>,Int<22000>,Int<8000>>,Int<2000>>>,TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<100>>,TrConcat<TrInstant,BrownNoiseFlicker<Yellow,Rgb<0,70,0>,30>,TrJoin<TrSmoothFade<200>,TrJoinR<TrWipeIn<200>,TrWipe<200>>>>,SaberBase::LOCKUP_NORMAL>,
  144.  
  145. // Non-Responsive Drag
  146. LockupTrL<AlphaL<AudioFlicker<BrownNoiseFlicker<Strobe<Black,OrangeRed,20,25>,Yellow,200>,White>,SmoothStep<Int<30000>,Int<2000>>>,TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<150>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_DRAG>,
  147.  
  148. ResponsiveLightningBlockL<RandomFlicker<Strobe<White,Rgb16<21301,0,65535>,50,10>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>>,
  149. //Begin Lightning Transition
  150. TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<150>>,
  151. //End Lightning Transition
  152. TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrDelay<30>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>,TrJoinR<TrWipe<125>,TrWipeIn<125>>>>,
  153.  
  154. LockupTrL<
  155. // Melt Colors
  156. 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<0,2000,5>,FireConfig<3000,0,0>,FireConfig<0,4000,0>>>,
  157. // Melt Shape
  158. SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>,
  159. //Melt Begin and End transitions
  160. TrWipeIn<600>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_MELT>, // Great melt colors as you twist, gets dripping red hot/fire and bright yellow.
  161.  
  162. InOutTrL<TrWipeSparkTip<White,250>,TrWipeInX<WavLen<EFFECT_RETRACTION>>>>>(),
Advertisement
Add Comment
Please, Sign In to add comment