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- MultiTransitionEffectL<
- TrConcat<TrFade<7000>,Rgb<10,0,75>,// blade turns solid cold 1000ms before ice full coverage
- TrDelay<1000>>, // hidden by ice overlay at this point, so no reason to have anthing more than 1000 before back to base color
- EFFECT_FORCE>,
- MultiTransitionEffectL< TrConcat<TrWipe<8000>, //wipe in stripes ice freezing effect
- MultiTransitionEffect<Stripes<10000,-1000,Rgb<50,75,165>,Rgb<25,37,82>,Rgb<50,75,165>,Rgb<13,19,41>>,Sparkle<Rgb<100,150,230>,White,50,300>,TrFade<11500>,TrDelay<20000>,EFFECT_FORCE,4>, // Stripes fade to solid over remaining 4 seconds from freezing edge's finish until 12000 then hold for next joined delay to end at 15000, so 3000 more.
- TrDelay<7000>,Sparkle<Rgb<100,150,230>,White,50,300>, //after 15000 (TrConcat makes it 8000 + 7000) from effect start, full blade to this shade of white for wiping away (seamless color from end of stripes fade to solid)
- TrJoin<TrWipe<7000>,TrSmoothFade<9500>>>, // wipe ice away and melt to thinner opacity , but not 100%, leave like 30% by using longer fade duration than the wipe takes.
- EFFECT_FORCE,4>,
- MultiTransitionEffectL<
- TrConcat<
- TrJoin<TrWaveX<BrownNoiseFlicker<White,DeepSkyBlue,60>, Int<400>, Int<50>, Int<1000>,Int<0>>, // burst
- TrWaveX<BrownNoiseFlicker<White,SteelBlue,600>, Int<15000>,Int<400>,Int<8000>,Int<0>>, // leading freeze edge
- TrWaveX<Sparkle<AlphaL<White,Int<0>>,White,3000,200>,Int<15000>,Int<100>,Int<8000>,Int<-7000>>>, // crystalizing in edge's wake
- AlphaL<White,Int<0>>,
- TrJoin<TrWaveX<BrownNoiseFlicker<White,DeepSkyBlue,300>, Int<300>, Int<50>, Int<1000>,Int<0>>, // burst
- TrWaveX<Sparkle<AlphaL<White,Int<0>>,White,3000,200>,Int<40000>,Int<300>,Int<7000>,Int<3000>>, // crystalizing in thaw's path
- TrWaveX<BrownNoiseFlicker<DarkOrange,Yellow,80>, Int<15000>,Int<400>,Int<7000>,Int<0>>>>,EFFECT_FORCE,5>, // leading thawing edge
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