NoSloppy

Portal Final Proffie OS5.7

Feb 8th, 2021
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  1. StylePtr<Layers<
  2. // Main Blade - toggled colors when "shooting a portal" with blast. All effects follow switch.
  3. EffectSequence<EFFECT_BLAST,
  4. Stripes<10000,-1000,DarkOrange,Rgb<60,17,0>,Orange,Rgb<128,34,0>>,
  5. Stripes<10000,-1000,Blue,Rgb<0,0,60>,Blue,Rgb<0,0,128>>>,
  6.  
  7. // Swing colors
  8. EffectSequence<EFFECT_BLAST,
  9. AlphaL<Moccasin, Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,
  10. AlphaL<Rgb<90,90,255>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>>,
  11.  
  12. // Dim Blade 50% "Power Save" button combo
  13. EffectSequence<EFFECT_POWERSAVE,
  14. AlphaL<Black,Int<16384>>,
  15. AlphaL<Black,Int<0>>>,
  16.  
  17. // Clash - alternates to visible colors based on main blade color. 3 stage fading impact spot
  18. EffectSequence<EFFECT_BLAST,
  19. TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<TransitionEffect<TransitionEffect<Strobe<Black,Red,20,20>,BrownNoiseFlicker<White,Black,300>,TrInstant,TrFade<300>,EFFECT_CLASH>,White,TrInstant,TrDelay<150>,EFFECT_CLASH>,Bump<Scale<BladeAngle<>,Int<25000>,Int<8000>>,Int<18000>>>,TrFade<600>>,EFFECT_CLASH>,
  20. TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<TransitionEffect<BrownNoiseFlicker<Rgb<255,150,0>,Black,50>,Moccasin,TrInstant,TrFade<300>,EFFECT_CLASH>,Bump<Scale<BladeAngle<>,Int<25000>,Int<8000>>,Int<18000>>>,TrFade<600>>,EFFECT_CLASH> >,
  21.  
  22. // Stab
  23. TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Red,Int<0>>,TrWipeIn<300>,AlphaL<Stripes<5000,800,Red,Rgb<80,0,0>,Rgb<156,0,0>,Rgb<150,30,30>>,SmoothStep<Int<20000>,Int<2000>>>,TrJoin<TrSmoothFade<900>,TrWipe<600>>>,EFFECT_STAB>,
  24.  
  25. // Blasts - toggled inverted colors
  26. EffectSequence<EFFECT_BLAST,
  27. ////// blast for Blue base - Blue goes first here because on first blast switch, this shows immediatly. Sequence order needs to be reverse of all other effects so it stays chronologically "at the end" of the blue base blade showing
  28. TransitionEffectL<TrConcat<TrInstant,Stripes<10000,-1000,Blue,Rgb<0,0,60>,Blue,Rgb<0,0,128>>,TrJoin<TrWipeIn<100>,TrWaveX<White,Int<100>,Int<200>,Int<100>,Int<32768>>>,Black,TrDelay<25>,Black,TrJoin<TrWipe<200>,TrWaveX<LemonChiffon,Int<300>,Int<130>,Int<250>,Int<0>>>,Stripes<1400,-3600,DarkOrange,Rgb<60,17,0>>,TrJoin<TrWipe<200>,TrSmoothFade<300>>,Stripes<10000,-1000,Blue,Rgb<0,0,60>,Blue,Rgb<0,0,128>>,TrSmoothFade<1000>>,EFFECT_BLAST>,
  29. ////// blast for Orange base - broken out. Blue above is same, just all one line.
  30. TransitionEffectL<TrConcat<
  31. // hide the newly switched-to Blue main base blade color with the same Orange that was just running. (only for 100ms, but blue is visible on the wipe in if this omitted)
  32. TrInstant,Stripes<10000,-1000,DarkOrange,Rgb<60,17,0>,Orange,Rgb<128,34,0>>,
  33. //suck in for blast
  34. TrWipeIn<100>,Black,
  35. // take a beat
  36. TrDelay<25>,Black,
  37. // shoot portal
  38. TrJoin<TrWipe<200>,TrWaveX<LemonChiffon,Int<300>,Int<130>,Int<250>,Int<0>>>,Stripes<1400,-3600,Blue,Rgb<0,0,60>>,TrJoin<TrWipe<200>,
  39. //fade to color that was agin for a beat, then fade to new color that was shot
  40. TrSmoothFade<300>>,Stripes<10000,-1000,DarkOrange,Rgb<60,17,0>,Orange,Rgb<128,34,0>>,TrSmoothFade<1000>>,EFFECT_BLAST>>,
  41. // Blast's muzzle flash
  42. TransitionEffectL<TrConcat<TrDelay<125>,AlphaL<DarkOrange,Bump<Int<0>,Int<4000>>>,TrFade<50>,AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,TrFade<50>,AlphaL<White,SmoothStep<Int<14000>,Int<-16000>>>,TrDelay<25>,AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,TrFade<550>,AlphaL<Orange,Bump<Int<0>,Int<4000>>>,TrFade<150>,AlphaL<Rgb<255,54,0>,Bump<Int<0>,Int<2800>>>,TrFade<150>,AlphaL<OrangeRed,Bump<Int<0>,Int<1700>>>,TrFade<200>>,EFFECT_BLAST>,
  43.  
  44. // Lockup
  45. LockupTrL<Layers<
  46. AlphaL<Blinking<Tomato,Strobe<Yellow,Black,15,30>,60,500>, Bump<Scale<BladeAngle<2000,28000>,Scale<BladeAngle<0,16000>,Int<3000>,Int<32768>>,Int<6000>>,Scale<SlowNoise<Int<3000>>,Int<8000>,Int<18000>>>>,
  47. AlphaL<BrownNoiseFlicker<Yellow,Black,50>, Bump<Scale<BladeAngle<2000,28000>,Scale<BladeAngle<0,16000>,Int<3000>,Int<32768>>,Int<6000>>,Int<10000>>>>,
  48. TrConcat<TrInstant,
  49. AlphaL<Blinking<White,Strobe<BrownNoiseFlicker<Yellow,Black,500>,Black,15,30>,60,500>,Bump<Scale<BladeAngle<2000,28000>,Scale<BladeAngle<0,16000>,Int<3000>,Int<32768>>,Int<6000>>,Scale<SlowNoise<Int<3000>>,Int<25000>,Int<32000>>>>,TrFade<500>>,TrSmoothFade<900>,SaberBase::LOCKUP_NORMAL>,
  50. TransitionEffectL<TrConcat<TrInstant,AlphaL<Strobe<GreenYellow,Black,20,30>, Bump<Scale<BladeAngle<2000,28000>,Scale<BladeAngle<0,16000>,Int<3000>,Int<32768>>,Int<6000>>,Int<15000>>>,TrFade<600>>,EFFECT_LOCKUP_BEGIN>,
  51. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<Strobe<AlphaL<White,Int<20000>>,Black,20,30>,30>,TrSmoothFade<250>>,EFFECT_LOCKUP_BEGIN>,
  52. TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<100>>,EFFECT_LOCKUP_BEGIN>,
  53. TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<200>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<300>>>,EFFECT_LOCKUP_END>,
  54.  
  55. // Drag
  56. 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>,
  57. // Lightning Block
  58. ResponsiveLightningBlockL<RandomFlicker<Strobe<White,Rgb16<21301,0,65535>,50,10>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>>,
  59. //Begin Lightning Transition
  60. TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>,TrFade<100>>,
  61. //End Lightning Transition
  62. TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>,TrFade<150>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<400>> >>,
  63. // Melt
  64. LockupTrL<
  65. 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>>>,
  66. // Melt Shape
  67. SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>,
  68. //Melt Begin and End transitions
  69. TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeIn<600>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_MELT>,
  70.  
  71.  
  72. // Extension sparks - less laggy in this layer style
  73. EffectSequence<EFFECT_BLAST,
  74. OnSparkL<SparkleL<Blue,300,3000>,Int<3000>>,
  75. OnSparkL<SparkleL<Orange,300,3000>,Int<3000>> >,
  76.  
  77. EffectSequence<EFFECT_BLAST,
  78. InOutTrL<
  79. // Extension - just wipe out, effects below.
  80. TrWipe<500>,
  81. // Retraction - wipe in 3 stage accelerating stripes followed by spark in below.
  82. TrConcat<
  83. TrWipeIn<400>, Stripes<2000,1500,Blue,DarkOrange>,
  84. TrFade<200>, Stripes<3000,2000,Blue,DarkOrange>,
  85. TrFade<200>, Stripes<4000,2500,Blue,DarkOrange>,
  86. TrWipeIn<200>, Black,
  87. TrDelay<100>, AlphaL<White,SmoothStep<Int<15000>,Int<-20000>>>,
  88. TrFade<75>, Black,
  89. TrFade<700>,Sparkle<Black,DarkOrange>,TrSmoothFade<1000>>,
  90. // Color When Off
  91. Layers<Black,TransitionLoopL<TrConcat<TrFade<500>,AlphaL<DarkOrange,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>,AlphaL<Red,Int<0>>,TrFade<500>,AlphaL<Blue,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>>> >>,
  92.  
  93. InOutTrL<
  94. // Extension - just wipe out, effects below.
  95. TrWipe<500>,
  96. // Retraction - wipe in 3 stage accelerating stripes followed by spark in below
  97. TrConcat<
  98. TrWipeIn<400>, Stripes<2000,1500,Blue,DarkOrange>,
  99. TrFade<200>, Stripes<3000,2000,Blue,DarkOrange>,
  100. TrFade<200>, Stripes<4000,2500,Blue,DarkOrange>,
  101. TrWipeIn<200>, Black,
  102. TrDelay<100>, AlphaL<White,SmoothStep<Int<15000>,Int<-20000>>>,
  103. TrFade<75>, Black,
  104. TrFade<700>,Sparkle<Black,Blue>,TrSmoothFade<1000>>,
  105. // Color When Off
  106. Layers<Black,TransitionLoopL<TrConcat<TrFade<500>,AlphaL<DarkOrange,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>,AlphaL<Red,Int<0>>,TrFade<500>,AlphaL<Blue,SmoothStep<Int<200>,Int<-1>>>,TrFade<500>>> >> >,
  107.  
  108. // Retraction spark wave in
  109. TransitionEffectL<TrConcat<TrDelayX<Int<800>>,AlphaL<Red,Int<0>>,TrWaveX<LemonChiffon,Int<1000>,Int<201>,Int<200>,Int<32768>>>,EFFECT_RETRACTION>,
  110.  
  111. // Extension - Spark tip followed by 3 trailing particles and small sparks over strobing base fading to running base blade color
  112. EffectSequence<EFFECT_BLAST,
  113. TransitionEffectL<TrConcat<TrWipe<500>,Strobe<DarkOrange,Black,20,60>,TrSmoothFade<1000>>,EFFECT_IGNITION>,
  114. TransitionEffectL<TrConcat<TrWipe<500>,Strobe<Blue,Black,20,60>,TrSmoothFade<1000>>,EFFECT_IGNITION> >,
  115.  
  116. EffectSequence<EFFECT_BLAST,
  117. TransitionEffectL<TrJoin<
  118. TrWaveX<Blue,Int<5000>,Int<151>,Int<500>,Int<0>>,
  119. TrWaveX<Blue,Int<5000>,Int<201>,Int<625>,Int<-15000>>,
  120. TrWaveX<Blue,Int<5000>,Int<251>,Int<825>,Int<-15000>>,
  121. TrWaveX<Blue,Int<5000>,Int<301>,Int<1000>,Int<-15000>>>,EFFECT_IGNITION>,
  122. TransitionEffectL<TrJoin<
  123. TrWaveX<DarkOrange,Int<5000>,Int<151>,Int<500>,Int<0>>,
  124. TrWaveX<DarkOrange,Int<5000>,Int<201>,Int<625>,Int<-15000>>,
  125. TrWaveX<DarkOrange,Int<5000>,Int<251>,Int<825>,Int<-15000>>,
  126. TrWaveX<DarkOrange,Int<5000>,Int<301>,Int<1000>,Int<-15000>>>,EFFECT_IGNITION> >,
  127.  
  128. // Ignition Emitter flare
  129. TransitionEffectL<TrConcat<
  130. TrInstant, AlphaL<Orange,Bump<Int<0>,Int<6000>>>,
  131. TrFade<50>, AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,
  132. TrFade<50>, AlphaL<White,SmoothStep<Int<14000>,Int<-16000>>>,
  133. TrDelay<25>,AlphaL<LemonChiffon,Bump<Int<0>,Int<10000>>>,
  134. TrFade<550>,AlphaL<Orange,Bump<Int<0>,Int<4000>>>,
  135. TrFade<150>,AlphaL<Rgb<255,54,0>,Bump<Int<0>,Int<2800>>>,
  136. TrFade<150>,AlphaL<OrangeRed,Bump<Int<0>,Int<1700>>>,
  137. TrFade<200>>,EFFECT_IGNITION>,
  138.  
  139. // Retraction Emitter flare
  140. TransitionEffectL<TrConcat<
  141. TrInstant,AlphaL<OrangeRed,Bump<Int<0>,Int<1000>>>,
  142. TrFade<200>,AlphaL<Rgb<255,54,0>,Bump<Int<0>,Int<3500>>>,
  143. TrFade<200>,AlphaL<Orange,Bump<Int<0>,Int<9000>>>,
  144. //TrFade<200>,AlphaL<BrownNoiseFlicker<LemonChiffon,Black,300>,Bump<Int<0>,Int<17000>>>, //Optional effect
  145. TrFade<200>,AlphaL<Strobe<LemonChiffon,Black,15,50>,Bump<Int<0>,Int<17000>>>,
  146. TrFade<200>>,EFFECT_RETRACTION>,
  147.  
  148. //New Audio Meter preon
  149. AlphaL<
  150. Layers<
  151. AlphaL<
  152. TransitionEffectL<
  153. TrJoin<
  154. TrWaveX<Moccasin,Int<5000>,Int<10000>,Int<7000>,Int<0>>,
  155. TrWaveX<Blue, Int<5000>,Int<10000>,Int<7000>,Int<11000>>,
  156. TrWaveX<Moccasin,Int<5000>,Int<7000>, Int<4000>>,
  157. TrWaveX<Orange, Int<5000>,Int<10000>,Int<7000>,Int<22000>>,
  158. TrWaveX<Moccasin,Int<5000>,Int<10000>,Int<7000>,Int<32768>>
  159. >,
  160. EFFECT_PREON
  161. >,
  162. Trigger<EFFECT_PREON,Int<2000>,Int<5000>,Int<1>>
  163. >,
  164. TransitionEffectL<
  165. TrConcat<
  166. TrInstant,
  167. Layers<
  168. AlphaL<Orange,SmoothStep<Scale<NoisySoundLevel,Int<0>, Int<6000>>, Scale<SmoothSoundLevel,Int<-1>,Int<-30000>> > >,
  169. AlphaL<Blue, SmoothStep<Scale<NoisySoundLevel,Int<26768>,Int<32768>>,Scale<SmoothSoundLevel,Int<0>, Int<30000>> > >
  170. >,
  171. TrDelay<5000>
  172. >,
  173. EFFECT_PREON
  174. >
  175. >,
  176. Scale<Trigger<EFFECT_IGNITION,Int<1>,Int<5000>,Int<1>>,Int<32768>,Int<0>> >
  177. >>(),
  178.  
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