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NoSloppy

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Aug 27th, 2022
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  1. { "Alliance_Hero", "Alliance_Hero/tracks/binary_sunset.wav",
  2. // Main Blade
  3. StylePtr<Layers<
  4. // Main Blade Color/Styles Base
  5. AudioFlicker<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,128,0>>>,
  6. // Force effect powerup. WavLen duration sync.
  7. EffectSequence<EFFECT_FORCE,
  8. TransitionEffectL<TrConcat<TrSmoothFadeX<Percentage<WavLen<>,20>>,Strobe<Black,Rgb<0,0,80>,30,30>,TrFadeX<Percentage<WavLen<>,60>>,StaticFire<Blue,Strobe<Black,Cyan,30,30>,0,3,300>,TrFadeX<Percentage<WavLen<>,20>>>,EFFECT_FORCE>,
  9. TransitionEffectL<TrConcat<TrSmoothFadeX<Percentage<WavLen<>,20>>,Strobe<Black,Rgb<0,80,0>,30,30>,TrFadeX<Percentage<WavLen<>,60>>,StaticFire<Green,Strobe<Black,GreenYellow,30,30>,0,3,300>,TrFadeX<Percentage<WavLen<>,20>>>,EFFECT_FORCE>>,
  10. // Dim Blade 50% "Power Save" button combo
  11. EffectSequence<EFFECT_POWERSAVE,
  12. AlphaL<Black,Int<16384>>,
  13. AlphaL<Black,Int<0>>>,
  14. // Clash 1 - BladeAngle responsive. Flash at impact, WavLen duration sync.
  15. TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<TransitionEffect<BrownNoiseFlicker<Rgb<255,150,0>,Black,50>,White,TrInstant,TrFadeX<Percentage<WavLen<>,35>>,EFFECT_CLASH>,Bump<Scale<BladeAngle<>,Int<25000>,Int<8000>>,Int<18000>>>,TrFadeX<Percentage<WavLen<>,65>>>,EFFECT_CLASH>,
  16. // Stab - OrangeRed stripes. WavLen duration sync.
  17. TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeInX<Percentage<WavLen<>,30>>,AlphaL<Stripes<5000,1000,Orange,DarkOrange,Rgb<150,60,0>,Rgb<60,30,0>,Rgb<150,14,0>,OrangeRed>,SmoothStep<Int<20000>,Int<20000>>>,TrJoin<TrSmoothFadeX<Percentage<WavLen<>,90>>,TrWipeX<Percentage<WavLen<>,70>>>>,EFFECT_STAB>,
  18. // Blast
  19. TransitionEffectL<TrConcat<
  20. // Impact Flash - BC always
  21. TrInstant,GreenYellow,TrDelay<25>>,EFFECT_BLAST>,
  22. // Waves
  23. BlastL<White,850,250,351>,
  24. // Impact point afterimage
  25. AlphaL<TransitionEffectL<TrConcat<TrFade<300>,Rgb<255,70,70>,TrFade<300>>,EFFECT_BLAST>,BlastF<700,250,100000>>,
  26. // Impact point
  27. BlastL<White,300,350,100000>,
  28. // Lockup 1 - BC custom range mid-blade to hilt w/random strobe flash
  29. TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<200>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<5000>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<300>>>,EFFECT_LOCKUP_END>,
  30. LockupTrL<Layers<
  31. //Random Strobe Flash no dimming
  32. AlphaL<TransitionLoopL<TrConcat<TrDelayX<Scale<SlowNoise<Int<3000>>,Int<30>,Int<800>>>,Mix<SlowNoise<Int<1000>>,Black,Black,White,Black>,TrDelayX<Scale<SlowNoise<Int<1000>>,Int<10>,Int<50>>>>>,Int<32768>>,
  33. // Bottom Layer Bump - random width
  34. AlphaL<Blinking<Tomato,Strobe<Yellow,Black,15,30>,60,500>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<8000>,Int<18000>>>>,
  35. // Top Layer Bump - fixed width
  36. AlphaL<Blinking<BrownNoiseFlicker<White,Black,50>,BrownNoiseFlicker<Yellow,Tomato,50>,100,500>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<9000>>>>,
  37. // Begin Lockup Transition
  38. TrConcat<TrInstant,AlphaL<Blinking<White,Strobe<BrownNoiseFlicker<Yellow,Black,500>,Black,15,30>,60,500>,Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<25000>,Int<32000>>>>,TrFade<500>>,
  39. // End Lockup Transition
  40. TrSmoothFade<900>,SaberBase::LOCKUP_NORMAL>,
  41. TransitionEffectL<TrConcat<TrInstant,AlphaL<Strobe<GreenYellow,Black,20,30>, Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<15000>>>,TrFade<600>>,EFFECT_LOCKUP_BEGIN>,
  42. TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,HumpFlickerL<Strobe<AlphaL<White,Int<20000>>,Black,20,30>,30>,TrSmoothFade<225>>,EFFECT_LOCKUP_BEGIN>,
  43. // Non-Responsive Drag - BC custom drag fadeout
  44. LockupTrL<AlphaL<AudioFlicker<BrownNoiseFlicker<Strobe<Black,OrangeRed,20,25>,Yellow,200>,White>,SmoothStep<Int<30000>,Int<2000>>>,TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrFade<150>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_DRAG>,
  45. // Lightning Block - Non-responsive. BC custom color (purple hint w/ random strobe flashes ecause....lightning)
  46. LockupTrL<Layers<
  47. //Random Strobe Flash and 16000 = 50% base blade dimming to make lb pop
  48. AlphaL<Black,Int<16000>>,
  49. AlphaL<White,StrobeF<Scale<SlowNoise<Int<1000>>,Int<1>,Int<6>>,Scale<SlowNoise<Int<1000>>,Int<10>,Int<50>>>>,
  50. AlphaL<RandomFlicker<Strobe<White,Rgb<83,0,255>,50,10>,BrownNoiseFlicker<Rgb<83,0,255>,Black,500>>,LayerFunctions<
  51. Bump<Scale<SlowNoise<Int<2000>>,Int<3000>,Int<16000>>,Scale<BrownNoiseF<Int<10>>,Int<14000>,Int<8000>>>,
  52. Bump<Scale<SlowNoise<Int<2300>>,Int<26000>,Int<8000>>,Scale<NoisySoundLevel,Int<5000>,Int<10000>>>,
  53. Bump<Scale<SlowNoise<Int<2300>>,Int<20000>,Int<30000>>,Scale<IsLessThan<SlowNoise<Int<1500>>,Int<8000>>,Scale<NoisySoundLevel,Int<5000>,Int<0>>,Int<0>>>>>>,
  54. // Begin Lightning Transition
  55. TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb<83,0,255>,Black,500>,TrFade<100>>,
  56. // End Lightning Transition
  57. TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb<83,0,255>,Black,500>,TrFade<150>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<400>> >,SaberBase::LOCKUP_LIGHTNING_BLOCK>,
  58. // Melt - BC custom melt effects, uses twistangle<>
  59. LockupTrL<
  60. // OS 6 (Based on "Intensity Melt" - Fett263. Remap Fire to travel tip->emitter, Custom Begin and End Transitions)
  61. AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,Rgb16<20393,93,93>,DarkOrange>,Mix<TwistAngle<>,Rgb16<20393,93,93>,Orange>,0,4,5,4000,10>>,
  62. // Melt Shape
  63. SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<4000>>>,
  64. // Melt Begin and End transitions
  65. TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeIn<600>,AlphaL<Red,SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>,TrExtend<3000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>,TrFade<3000>>,TrColorCycle<1500,-2000>,SaberBase::LOCKUP_MELT>,
  66. InOutTrL<TrWipeSparkTip<White,250>,TrWipeInX<WavLen<EFFECT_RETRACTION>>>,
  67. // On-Demand Battery Level
  68. AlphaL<TransitionEffectL<TrConcat<TrSmoothFade<500>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<Scale<BatteryLevel,Int<0>,Int<35000>>,Int<-1>>>,TrDelay<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<Scale<BatteryLevel,Int<0>,Int<35000>>,Int<-1>>>,TrSmoothFade<1000>>,EFFECT_BATTERY_LEVEL>,Ifon<Int<0>,Int<32768>>>
  69. >>(),
  70. // Crystal Chamber
  71. StylePtr<Layers<
  72. RandomFlicker<Green,Rgb<0,128,0>>,
  73. BlastFadeoutL<Blue>,
  74. LockupL<AudioFlicker<Yellow,Blue>,Blinking<Green,Black,85,500>,Int<32768>,Int<32768>,Int<32768>>,
  75. SimpleClashL<Yellow,100,EFFECT_CLASH,SmoothStep<Int<0>,Int<24000>>>,
  76. LockupTrL<Pulsing<Red,Yellow,1000>,TrInstant,TrInstant,SaberBase::LOCKUP_MELT>,
  77. InOutTrL<TrWipeSparkTip<Yellow,500,75>,TrInstant,Pulsing<ColorCycle<Green,25,50,Green,75,400,3000>,Black,2000>>
  78. >>(),
  79.  
  80. //R2D2 White
  81. StylePtr<Pulsing<Rgb<130,130,150>,White,800>>(),
  82. // R2D2 Red
  83. StylePtr<Stripes<1000,500,Red,Red,Red,Rgb<100,0,0>>>(),
  84. // R2D2 Blue
  85. StylePtr<Pulsing<Black,Blue,800>>(),
  86. // BB8 White
  87. StylePtr<White>(),
  88. // BB8 Blue
  89. StylePtr<Stripes<1000,500,Rgb<50,100,255>,Blue,Blue,Blue>>(),
  90. // BB8 Red
  91. StylePtr<Stripes<1000,500,Red,Red,Black>>(),
  92. // BB8 Blue
  93. StylePtr<TransitionLoopL<TrConcat<TrInstant,Blue,TrFade<200>,Black,TrInstant,Blue,TrFade<700>>>>(),
  94. // C3PO Eyes Yellow
  95. StylePtr<Blinking<Black,Rgb<180,130,0>,5000,980>>()
  96. "Alliance Hero"},
  97.  
  98.  
  99. { 0,
  100. // Main Blade - LED pads 2&3, data pad 1
  101. WS281XBladePtr<144, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
  102. // Crystal Chamber - LED pad 4, Data pad 2
  103. WS281XBladePtr<1, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin4> >(),
  104. //R2D2 White
  105. SubBlade (0, 0, WS281XBladePtr<8, blade3Pin, Color8::GRB, PowerPINS<bladePowerPin5> >()),
  106. // R2D2 Red
  107. SubBlade(1, 1, NULL),
  108. // R2D2 Blue
  109. SubBlade(2, 2, NULL),
  110. // BB8 White
  111. SubBlade(3, 3, NULL),
  112. // BB8 Blue
  113. SubBlade(4, 4, NULL),
  114. // BB8 Red
  115. SubBlade(5, 5, NULL),
  116. // BB8 Blue
  117. SubBlade(6, 6, NULL),
  118. // C3PO Eyes Yellow
  119. SubBlade(7, 7, NULL),
  120.  
  121. CONFIGARRAY(presets) },
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