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- StylePtr<Layers<
- //Color
- 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,RotateColorsX<Variation,Rgb<95,0,210>>>,RotateColorsX<Variation,Rgb<30,0,50>>,RotateColorsX<Variation,Rgb<130,40,230>>,RotateColorsX<Variation,Rgb<42,0,110>>>>,
- TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<50>>,EFFECT_CLASH>,
- LocalizedClashL<BrownNoiseFlicker<Yellow,White,500>,100>,
- 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>,
- TransitionEffectL<TrConcat<TrWipeIn<300>,AlphaL<Rgb<128,0,0>,SmoothStep<Int<20000>,Int<2000>>>,TrJoin<TrSmoothFade<900>,TrWipe<700>>>,EFFECT_STAB>,
- TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrDelay<50>,AlphaL<Red,Int<6000>>,TrJoinR<TrWipe<50>,TrWipeIn<50>>>,EFFECT_BLAST>,
- BlastL<ColorSequence<400,Red,Green,Blue,White,Black>,400,250,401>,
- AlphaL<White,BlastF<400,300,100000>>,
- LockupTrL<Layers<Sparkle<RandomPerLEDFlicker<Red,Black>,White,300,500>,AlphaL<
- //Color
- Stripes<3000,3000,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>>>,
- SmoothStep<Scale<BladeAngle<>,Int<26500>,Int<12500>>,Int<2000>>>,
- AlphaL<
- //Color
- Stripes<3000,-3000,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>>>,
- SmoothStep<Scale<BladeAngle<>,Int<17500>,Int<3500>>,Int<-2000>>>>,TrInstant,TrInstant,SaberBase::LOCKUP_NORMAL>,
- 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>,
- 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>,
- 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>,
- ResponsiveLightningBlockL<RandomFlicker<Strobe<White,Rgb16<21301,0,65535>,50,10>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>>,
- TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<150>>,
- TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrDelay<30>,BrownNoiseFlicker<Rgb16<21301,0,65535>,Black,500>,TrJoinR<TrWipe<125>,TrWipeIn<125>>>>,
- LockupTrL<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>>>,
- SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>, TrWipeIn<600>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_MELT>,
- InOutTrL<TrJoin<TrWipeInSparkTip<White,800,200>,TrWipeSparkTip<White,800,200>>,TrJoin<TrWipeInSparkTip<White,2000,500>,TrWipeSparkTip<White,2000,500>>>,
- TransitionEffectL<TrConcat<TrInstant,White,TrFade<50>>,EFFECT_IGNITION>,
- TransitionEffectL<TrConcat<TrDelay<1100>,White,TrFade<50>>,EFFECT_RETRACTION>>>()
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