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mattswindell

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Feb 26th, 2024
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  1. #ifdef CONFIG_TOP
  2. #include "proffieboard_v3_config.h"
  3. #define NUM_BLADES 1
  4. #define NUM_BUTTONS 1
  5. #define VOLUME 1250
  6. const unsigned int maxLedsPerStrip = 144;
  7. #define CLASH_THRESHOLD_G 3.5
  8. #define ENABLE_AUDIO
  9. #define ENABLE_MOTION
  10. #define ENABLE_WS2811
  11. #define ENABLE_SD
  12. #define DISABLE_BASIC_PARSER_STYLES
  13. #define DISABLE_DIAGNOSTIC_COMMANDS
  14. // this disables some diagnostic commands to save memory
  15. //#define ENABLE_DEVELOPER_COMMANDS
  16. /* #define SA22C_SWING_ON
  17. #define SA22C_TWIST_ON
  18. #define SA22C_TWIST_OFF
  19. #define SA22C_THRUST_ON
  20. //#define SA22C_STAB_ON
  21. #define SA22C_FORCE_PUSH
  22. #define SA22C_FORCE_PUSH_LENGTH 5
  23. #define GESTURE_AUTO_BATTLE_MODE
  24. #define SA22C_LOCKUP_DELAY (150) */
  25. #define FETT263_LOCKUP_DELAY 150
  26. #define FETT263_SWING_ON
  27. #define FETT263_THRUST_ON
  28. #define FETT263_TWIST_ON
  29. #define FETT263_TWIST_ON_NO_BM
  30. #define FETT263_TWIST_OFF
  31. //#define FETT263_DUAL_MODE_SOUND
  32. #define ENABLE_SPINS
  33. #define FETT263_FORCE_PUSH
  34. //#define FETT263_EDIT_MODE_MENU
  35. #define FETT263_EDIT_SETTINGS_MENU
  36. #define ENABLE_ALL_EDIT_OPTIONS
  37. #define FETT263_CLASH_STRENGTH_SOUND
  38. //#define FETT263_MAX_CLASH 16
  39. #define FETT263_SAY_COLOR_LIST
  40. #define FETT263_SAY_COLOR_LIST_CC
  41. #define FETT263_SAY_BATTERY_PERCENT
  42. #define FETT263_BM_CLASH_DETECT 8
  43. #define NO_REPEAT_RANDOM
  44. #define KILL_OLD_PLAYERS
  45. #define IDLE_OFF_TIME 60 * 30 * 1000
  46. #define MOTION_TIMEOUT 60 * 15 * 1000
  47. //#define FETT263_MOTION_WAKE_POWER_BUTTON
  48. #define FETT263_MULTI_PHASE
  49. #define COLOR_CHANGE_DIRECT
  50. #define SAVE_STATE
  51. //#define KEEP_SAVEFILES_WHEN_PROGRAMMING
  52. //#define SHARED_POWER_PINS
  53. #endif
  54.  
  55. #ifdef CONFIG_PROP
  56. #include "../props/saber_fett263_buttons.h"
  57. //#include "../props/saber_sa22c_buttons.h"
  58. #endif
  59.  
  60. #ifdef CONFIG_PRESETS
  61. Preset presets[] = {
  62.  
  63.  
  64. { "01_ENGINE_GRIP_PROFFIE", "tracks/mercury.wav",
  65. StylePtr<Layers<
  66. StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<18,13,0>>,RotateColorsX<Variation,Rgb<43,31,0>>>,300>,RotateColorsX<Variation,Rgb<56,40,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,
  67. //Unstable yellow
  68. AlphaL<AudioFlickerL<RotateColorsX<Variation,Rgb16<65535,38402,0>>>,SwingSpeed<400>>,
  69. //Swing effect, audioflicker orange swing
  70. AlphaL<Stripes<3000,-1600,Mix<Sin<Int<30>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Orange>>,Mix<Sin<Int<30>>,RotateColorsX<Variation,Rgb<90,0,0>>,RotateColorsX<Variation,Rgb<60,30,0>>>,Mix<Sin<Int<26>>,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,OrangeRed>>,Mix<Sin<Int<24>>,RotateColorsX<Variation,Rgb<60,30,0>>,RotateColorsX<Variation,Rgb<90,0,0>>>>,Bump<Scale<SwingSpeed<400>,Int<1000>,Int<34000>>,Int<12000>>>,
  71. //Color Change Responsive Fire Spark
  72. //AlphaL<Stripes<3000,-1600,Mix<Sin<Int<30>>,Red,Orange>,Mix<Sin<Int<30>>,Rgb<90,0,0>,Rgb<60,30,0>>,Mix<Sin<Int<26>>,DarkOrange,OrangeRed>,Mix<Sin<Int<24>>,Rgb<60,30,0>,Rgb<90,0,0>>>,Bump<Scale<SwingSpeed<400>,Int<1000>,Int<34000>>,Int<12000>>>,
  73. //Alternate Responsive Fire Spark, no color change
  74. LockupTrL<Layers<
  75. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  76. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  77. //Responsive lockup
  78. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  79. //Responsive lightning block
  80. AlphaL<RotateColorsX<Variation,Orange>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<3500>>,Int<-4000>>>,
  81. //Sparking emitter flare
  82. ResponsiveStabL<Red>,
  83. //Responsive stab
  84. TransitionEffectL<TrConcat<TrDelay<450>,Layers<
  85. AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<32768>>>>,SmoothStep<Int<16384>,Int<-100>>>,
  86. AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<0>>>>,SmoothStep<Int<16384>,Int<100>>>>,TrDelay<300>>,EFFECT_BLAST>,
  87. //Timed Blaster reflect. This is non-responsive and always starts in the middle of the blade, but it matches up with the timed blaster bolts for Engine Grip. However, it seems to make the saber freeze up a bit too much for my liking, and if you spam it fast enough it might crash and you'll need to take the battery out/toggle the kill switch.
  88. //EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  89. //Alternate Multi-blast, blaster reflect cycles through different responsive effects
  90. ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  91. //Responsive clash
  92. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<45,32,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,36321,6957>>,RotateColorsX<Variation,Rgb<45,32,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<90,65,0>>,RotateColorsX<Variation,Rgb<45,32,0>>>>,TrFade<1200>>,EFFECT_IGNITION>,
  93. //Bright unstable ignition
  94. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<230,180,80>>,40>,TrFade<1200>>,EFFECT_RETRACTION>,
  95. //Bright HumpFlicker retraction
  96. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  97. //Drag
  98. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  99. //Responsive melt
  100. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  101. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  102. InOutTrL<TrJoinR<TrWipe<200>,TrWipeIn<200>>,TrColorCycle<2250>>,
  103. //Center Out ignition, Cycle Down retraction
  104. //InOutTrL<TrWipeSparkTip<White,200>,TrColorCycle<2250>>,
  105. //Alternate Spark Tip ignition and Cycle Down retraction
  106. TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<10000>>>,TrFade<875>,AlphaL<RotateColorsX<Variation,Orange>,Bump<Int<0>,Int<8000>>>,TrFade<1000>,AlphaL<RotateColorsX<Variation,Red>,Bump<Int<0>,Int<6000>>>,TrFade<1000>>,EFFECT_RETRACTION>,
  107. //Color Change Cool Down Retraction
  108. //TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<10000>>>,TrFade<875>,AlphaL<Orange,Bump<Int<0>,Int<8000>>>,TrFade<1000>,AlphaL<Red,Bump<Int<0>,Int<6000>>>,TrFade<1000>>,EFFECT_RETRACTION>,
  109. //Alternate Cool Down Retraction, no color change
  110. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  111. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  112. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  113. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  114. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  115. TransitionEffectL<TrConcat<TrInstant,Layers<
  116. AlphaL<TransitionLoopL<TrConcat<TrWaveX<RotateColorsX<Variation,Rgb<180,130,0>>,Int<50>,Int<200>,Int<75>,Int<0>>,Black,TrDelay<50>>>,SmoothStep<Int<16384>,Int<-100>>>,
  117. AlphaL<TransitionLoopL<TrConcat<TrWaveX<RotateColorsX<Variation,Rgb<180,130,0>>,Int<50>,Int<200>,Int<75>,Int<32768>>,Black,TrDelay<50>>>,SmoothStep<Int<16384>,Int<100>>>>,TrDelay<1220>>,EFFECT_PREON>,
  118. TransitionEffectL<TrConcat<TrDelay<300>,AlphaL<RotateColorsX<Variation,Rgb<90,65,0>>,Bump<Int<16384>,Int<4000>>>,TrFade<500>,AlphaL<AudioFlickerL<RotateColorsX<Variation,Rgb<180,130,0>>>,Bump<Int<16384>,Int<16000>>>,TrDelay<700>>,EFFECT_PREON>
  119. //Center absorb preon
  120. //TransitionEffectL<TrConcat<TrInstant,StyleFire<RotateColorsX<Variation,Rgb<180,130,0>>,RotateColorsX<Variation,Rgb<45,32,0>>,0,6,FireConfig<2,1200,5>,FireConfig<0,0,0>,FireConfig<0,0,0>,FireConfig<2,1200,5>>,TrWipe<750>,StyleFire<RotateColorsX<Variation,Rgb<180,130,0>>,RotateColorsX<Variation,Rgb<45,32,0>>,0,6,FireConfig<2,1200,5>,FireConfig<0,0,0>,FireConfig<0,0,0>,FireConfig<2,1200,5>>,TrBoing<250,2>>,EFFECT_PREON>
  121. //Alternate glitchy fire preon, make sure to comment out both transition lines and both alpha lines above
  122. >>()},
  123.  
  124. { "02_CRISPITY_PROFFIE", "tracks/mercury.wav",
  125. StylePtr<Layers<
  126. StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<11805,0,1587>>,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>>,
  127. //Unstable red/pink
  128. TransitionEffectL<TrConcat<TrFade<200>,AlphaL<RotateColorsX<Variation,DeepPink>,SwingSpeed<400>>,TrDelay<30000>,AlphaL<RotateColorsX<Variation,DeepPink>,SwingSpeed<400>>,TrFade<800>>,EFFECT_FORCE>,
  129. //Force effect, temporarily allows color change based on swing speed
  130. AlphaL<AudioFlickerL<RotateColorsX<Variation,DeepPink>>,SwingSpeed<400>>,
  131. //Swing effect, audioflicker, Deep Pink connects the tip and emitter when swinging
  132. LockupTrL<Layers<
  133. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  134. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<TransitionEffect<NavajoWhite,Rgb<255,225,0>,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  135. //Responsive lockup
  136. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  137. //Responsive lightning block
  138. AlphaL<RotateColorsX<Variation,DeepPink>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1500>,Int<4500>>,Int<-6000>>>,
  139. //Sparking emitter flare
  140. ResponsiveStabL<Orange>,
  141. //Responsive stab
  142. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  143. //Multi-blast, blaster reflect cycles through different responsive effects
  144. ResponsiveClashL<TransitionEffect<Rgb<255,240,80>,LemonChiffon,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  145. //Responsive clash
  146. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<255,150,150>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<60,0,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>>,TrFade<1200>>,EFFECT_IGNITION>,
  147. //Unstable ignition effect
  148. AlphaL<RotateColorsX<Variation,DeepPink>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<28000>,Int<33000>>,Int<10000>>>,
  149. //Sparking tip flare
  150. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  151. //Drag
  152. LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  153. //Responsive melt
  154. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  155. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  156. InOutTrL<TrWipeSparkTip<White,100>,TrColorCycle<1065>>,
  157. //Spark tip ignition, cycle down retraction
  158. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  159. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  160. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  161. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  162. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  163. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Sin<Scale<Trigger<EFFECT_RETRACTION,Int<3000>,Int<1000>,Int<500>>,Int<70>,Int<550>>>,RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb16<65535,0,2716>>>,Bump<Scale<Trigger<EFFECT_PREON,Int<3000>,Int<1000>,Int<500>>,Int<41000>,Int<32768>>>>,TrDelay<3000>>,EFFECT_PREON>,
  164. TransitionEffectL<TrConcat<TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,DeepPink>,Bump<Int<0>,Int<4000>>>,TrFade<520>>,TrWaveX<RotateColorsX<Variation,DeepPink>,Int<520>,Int<550>,Int<520>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Bump<Int<0>,Int<4000>>>,TrFade<420>>,TrWaveX<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Int<420>,Int<450>,Int<420>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,DeepPink>,Bump<Int<0>,Int<4000>>>,TrFade<340>>,TrWaveX<RotateColorsX<Variation,DeepPink>,Int<340>,Int<430>,Int<340>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Bump<Int<0>,Int<4000>>>,TrFade<300>>,TrWaveX<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Int<300>,Int<400>,Int<300>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,DeepPink>,Bump<Int<0>,Int<4000>>>,TrFade<240>>,TrWaveX<RotateColorsX<Variation,DeepPink>,Int<240>,Int<380>,Int<240>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Bump<Int<0>,Int<4000>>>,TrFade<210>>,TrWaveX<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Int<210>,Int<360>,Int<210>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,DeepPink>,Bump<Int<0>,Int<4000>>>,TrFade<190>>,TrWaveX<RotateColorsX<Variation,DeepPink>,Int<190>,Int<340>,Int<190>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Bump<Int<0>,Int<4000>>>,TrFade<170>>,TrWaveX<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Int<170>,Int<320>,Int<170>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,DeepPink>,Bump<Int<0>,Int<4000>>>,TrFade<160>>,TrWaveX<RotateColorsX<Variation,DeepPink>,Int<160>,Int<300>,Int<160>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Bump<Int<0>,Int<4000>>>,TrFade<150>>,TrWaveX<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Int<150>,Int<250>,Int<150>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,DeepPink>,Bump<Int<0>,Int<4000>>>,TrFade<130>>,TrWaveX<RotateColorsX<Variation,DeepPink>,Int<130>,Int<150>,Int<130>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Bump<Int<0>,Int<4000>>>,TrFade<100>>,TrWaveX<RotateColorsX<Variation,Rgb16<65535,0,2716>>,Int<100>,Int<100>,Int<100>,Int<0>>>,AlphaL<Black,Int<0>>,TrJoin<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,DeepPink>,Bump<Int<0>,Int<4000>>>,TrFade<70>>,TrWaveX<RotateColorsX<Variation,DeepPink>,Int<70>,Int<500>,Int<70>,Int<0>>>,Black,TrInstant>,EFFECT_PREON>
  165. //Preon effect, HUGE thanks to /u/NoSloppy for this!
  166. >>()},
  167.  
  168. { "03_RA_PROFFIE", "tracks/mercury.wav",
  169. StylePtr<Layers<
  170. AudioFlicker<RotateColorsX<Variation,Rgb16<65535,0,38402>>,RotateColorsX<Variation,Rgb<180,0,120>>>,
  171. //Magenta audioflicker
  172. AlphaL<AudioFlickerL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<230,0,35>>,Black>,Black,RotateColorsX<Variation,Rgb<230,0,35>>,Black>>,SwingSpeed<350>>,
  173. //Ripple audioflicker swing
  174. //AlphaL<AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<230,0,35>>,Black,300>>,SwingSpeed<300>>,
  175. //Alternate unstable audioflicker swing
  176. LockupTrL<Layers<
  177. AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  178. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  179. //Responsive lockup
  180. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  181. //Responsive lightning block
  182. AlphaL<RotateColorsX<Variation,DeepPink>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<3000>>,Int<-4000>>>,
  183. //Sparking emitter flare
  184. ResponsiveStabL<Red>,
  185. //Responsive stab
  186. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  187. //Multi-blast, blaster reflect cycles through different responsive effects
  188. ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  189. //Responsive clash
  190. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  191. //Drag
  192. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  193. //Responsive melt
  194. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  195. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  196. InOutTrL<TrColorCycle<3000,3000,0>,TrColorCycle<1250>>,
  197. //Color cycle ignition and retraction
  198. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  199. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  200. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  201. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  202. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  203. >>()},
  204.  
  205. { "04_ASSASSIN_PROFFIE", "tracks/mercury.wav",
  206. StylePtr<Layers<
  207. HumpFlicker<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,128,0>>,50>,
  208. //Green humpflicker
  209. AlphaL<Stripes<2500,-2750,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<25,60,0>>,Pulsing<RotateColorsX<Variation,Rgb<0,30,0>>,Black,800>>,SwingSpeed<375>>,
  210. //Swing effect, rippling green
  211. LockupTrL<Layers<
  212. AlphaL<AudioFlickerL<Rgb<255,240,80>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  213. AlphaL<LemonChiffon,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
  214. //Responsive lockup
  215. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  216. //Responsive lightning block
  217. AlphaL<RotateColorsX<Variation,Rgb16<21301,65535,0>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<3000>>,Int<-4000>>>,
  218. //Sparking emitter flare
  219. ResponsiveStabL<Red>,
  220. //Responsive stab
  221. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  222. //Multi-blast, blaster reflect cycles through different responsive effects
  223. ResponsiveClashL<TransitionEffect<Rgb<255,240,80>,LemonChiffon,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  224. //Responsive clash
  225. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb16<38402,65535,3934>>,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<38402,65535,3934>>,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<500>>,EFFECT_IGNITION>,
  226. //Unstable ignition
  227. TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb16<54757,65535,0>>>,TrFade<1000>>,EFFECT_RETRACTION>,
  228. //Bright retraction
  229. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  230. //Drag
  231. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  232. //Responsive melt
  233. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  234. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  235. InOutTrL<TrWipeSparkTip<White,250>,TrWipeInSparkTip<White,656>>,
  236. //Spark tip ignition and retraction
  237. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  238. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  239. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  240. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  241. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  242. >>()},
  243.  
  244. { "05_EXALTED_PROFFIE", "tracks/mercury.wav",
  245. StylePtr<Layers<
  246. Mix<SwingSpeed<400>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,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>>,AudioFlicker<RotateColorsX<Variation,Rgb16<65535,8357,0>>,RotateColorsX<Variation,Rgb16<42307,1982,0>>>>,
  247. //Unstable red with blood orange audioflicker swing effects
  248. AlphaL<Stripes<2500,-3000,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<60,0,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,0,0>>,Black,800>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,
  249. //Hard swings cause red to ripple up the blade
  250. LockupTrL<Layers<
  251. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  252. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  253. //Responsive lockup
  254. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  255. //Responsive lightning block
  256. AlphaL<RotateColorsX<Variation,Rgb16<65535,11439,0>>,SmoothStep<Scale<SlowNoise<Int<3000>>,Int<2000>,Int<3500>>,Int<-3000>>>,
  257. //Sparking emitter flare
  258. ResponsiveStabL<Orange>,
  259. //Responsive stab
  260. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  261. //Multi-blast, blaster reflect cycles through different responsive effects
  262. ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  263. //Responsive clash
  264. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb16<65535,8357,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<60,0,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>>,TrFade<1200>>,EFFECT_IGNITION>,
  265. //Unstable fiery ignition effect
  266. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  267. //Drag
  268. LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  269. //Responsive melt
  270. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  271. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  272. InOutTrL<TrWipeSparkTip<White,250>,TrColorCycle<1450>,Black>,
  273. //Spark tip ignition, cycle down retraction
  274. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  275. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  276. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  277. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  278. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  279. //,TransitionEffectL<TrConcat<TrFade<100>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,500>,Bump<Int<0>,Int<6000>>>,TrBoing<600,9>>,EFFECT_PREON>
  280. //Optional Clickity Preon, I recommend using Analog's preon :) Make sure to leave the comma at the beginning in if you're using the on demand battery level
  281. >>()},
  282.  
  283. { "06_VOLATILE_PROFFIE", "tracks/mercury.wav",
  284. StylePtr<Layers<
  285. Mix<Sin<Int<1>>,AudioFlicker<RotateColorsX<Variation,Blue>,RotateColorsX<Variation,Rgb<0,0,128>>>,AudioFlicker<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,128,0>>>>,
  286. //Rotates ^ 1 time per minute between blue and green audioflicker
  287. EffectSequence<EFFECT_FORCE,AlphaL<Mix<Sin<Int<1>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Blue>,Black>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>,RotateColorsX<Variation,Blue>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Green>,Black>,RotateColorsX<Variation,Rgb<0,45,0>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,45,0>>>>,SwingSpeed<400>>,AlphaL<Mix<Sin<Int<2>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Blue>,Black>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>,RotateColorsX<Variation,Blue>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Green>,Black>,RotateColorsX<Variation,Rgb<0,45,0>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,45,0>>>>,SwingSpeed<400>>>,
  288. //Force toggleable swing effect - switches betw^een unstable blue and green that cycle twice as fast as the base layer (so the blue and green don't always match up with the base layer, allowing for multiple mixes of blue/green) and unstable blue and green that match the base layer ^
  289. //AlphaL<Mix<Sin<Int<2>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Blue>,Black>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>,RotateColorsX<Variation,Blue>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Green>,Black>,RotateColorsX<Variation,Rgb<0,45,0>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,45,0>>>>,SwingSpeed<400>>,
  290. //AlphaL<Mix<Sin<Int<2>>,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Blue>,Black,300>,SwingSpeed<400>>,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Green>,Black,300>,SwingSpeed<400>>>,SwingSpeed<400>>,
  291. //Alternate swing ^ Rotates 2 times per minute between unstable ripple blue and green, so the blue and green don't always match up with the base layer, allowing for multiple mixes of blue/green
  292. //AlphaL<Mix<Sin<Int<1>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Blue>,Black>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>,RotateColorsX<Variation,Blue>,RotateColorsX<Variation,RotateColorsX<Variation,Rgb<0,0,45>>>>,Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Green>,Black>,RotateColorsX<Variation,Rgb<0,45,0>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,45,0>>>>,SwingSpeed<400>>,
  293. //AlphaL<Mix<Sin<Int<1>>,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Blue>,Black,300>,SwingSpeed<400>>,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Green>,Black,300>,SwingSpeed<400>>>,SwingSpeed<400>>,
  294. //Alternate swing ^ Rotates 1 time per minute between unstable ripple blue and green, matching the base layer
  295. LockupTrL<Layers<
  296. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  297. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<TransitionEffect<NavajoWhite,Rgb<255,225,0>,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  298. //Responsive lockup
  299. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  300. //Responsive lightning block
  301. ResponsiveStabL<Red,TrWipeIn<600>,TrWipe<600>>,
  302. //Responsive stab
  303. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  304. //Multi-blast, blaster reflect cycles through different responsive effects
  305. ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  306. //Responsive clash
  307. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  308. //Drag
  309. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  310. //Responsive melt
  311. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  312. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  313. InOutTrL<TrWipeSparkTip<White,300>,TrWipeIn<2000>>,
  314. //Spark tip ignition, wipe in retraction
  315. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  316. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  317. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  318. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  319. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  320. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<3000>,Int<3000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Blue>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Blue>,RotateColorsX<Variation,Rgb16<0,778,22863>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Blue>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Cyan>>>,RotateColorsX<Variation,Green>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-2500>,Int<17500>>,Int<-4000>>>,TrDelay<6500>>,EFFECT_PREON>
  321. //Preon, reacts to sound level
  322. >>()},
  323.  
  324. { "07_GREY_PROFFIE", "tracks/mercury.wav",
  325. StylePtr<Layers<
  326. AudioFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,RotateColorsX<Variation,Rgb<50,50,75>>>,
  327. //White audioflicker
  328. EffectSequence<EFFECT_FORCE,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,White>,Black,300>,SwingSpeed<450>>,AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Black>,White,RotateColorsX<Variation,Rgb<100,100,150>>,White>,SwingSpeed<450>>>,
  329. //Force toggleable swing effect. Trigger a force effect to alternate between a ripple swing and an unstable swing (the two below)
  330. //AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Black>,White,RotateColorsX<Variation,Rgb<100,100,150>>,White>,SwingSpeed<450>>,
  331. //Alternate swing effect, white ripple
  332. //AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,White>,Black,300>,SwingSpeed<450>>,
  333. //Alternate swing effect, unstable white
  334. LockupTrL<Layers<
  335. AlphaL<AudioFlickerL<Azure>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  336. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Azure,White,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,TransitionEffect<White,Azure,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<700>>,SaberBase::LOCKUP_NORMAL>,
  337. //Responsive lockup
  338. //LockupTrL<Layers<
  339. // AlphaL<AudioFlickerL<Rgb<255,100,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  340. // AlphaL<Red,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<5000>>>>,TrConcat<TrInstant,TransitionEffect<Azure,White,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,TransitionEffect<White,Azure,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<700>>,SaberBase::LOCKUP_NORMAL>,
  341. //Alternate responsive lockup, "beskar" heat up. Note: right now this is really just a placeholder until OS6 brings the intensity lockup, which will really give it a Mando feel if that's what you're after
  342. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  343. //Responsive lightning block
  344. ResponsiveStabL<Blue>,
  345. //Responsive stab, ice blue
  346. //ResponsiveStabL<White>,
  347. //Alternate responsive stab, white
  348. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  349. //Multi-blast, blaster reflect cycles through different responsive effects
  350. ResponsiveClashL<TransitionEffect<Azure,White,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  351. //Responsive clash
  352. TransitionEffectL<TrConcat<TrInstant,TransitionEffect<White,Azure,TrInstant,TrFade<500>,EFFECT_LOCKUP_BEGIN>,TrFade<1000>,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<575>,TransitionEffect<Rgb16<24485,24485,24485>,Rgb16<17521,23829,23829>,TrInstant,TrFade<100>,EFFECT_LOCKUP_BEGIN>,TrFade<300>,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1100>>,EFFECT_IGNITION>,
  353. //Unstable ignition effect
  354. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFade<1000>>,EFFECT_RETRACTION>,
  355. //Bright humpflicker retraction effect
  356. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  357. //Drag
  358. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  359. //Responsive melt
  360. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  361. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  362. InOutTrL<TrWipeSparkTip<White,1500>,TrWipeInSparkTip<White,1000>>,
  363. //Spark tip ignition and retraction
  364. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  365. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  366. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  367. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  368. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  369. >>()},
  370.  
  371. { "08_SEETHE_PROFFIE", "tracks/mercury.wav",
  372. StylePtr<Layers<
  373. AudioFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<200,0,0>>>,
  374. //Red audioflicker
  375. TransitionEffectL<TrConcat<TrFade<200>,AlphaL<RotateColorsX<Variation,Rgb16<65535,11439,0>>,SwingSpeed<500>>,TrDelay<30000>,AlphaL<RotateColorsX<Variation,Rgb16<65535,11439,0>>,SwingSpeed<500>>,TrFade<800>>,EFFECT_FORCE>,
  376. //Force effect, temporarily allows a swing effect where solid dark orange takes over the blade when swinging
  377. AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Red>,Black,300>,SwingSpeed<315>>,
  378. //Unstable swing
  379. LockupTrL<Layers<
  380. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  381. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  382. //Responsive lockup
  383. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  384. //Responsive lightning block
  385. Mix<Sin<Int<8>>,AlphaL<RotateColorsX<Variation,Rgb16<65535,11439,0>>,Bump<Int<0>,Int<6000>>>,AlphaL<RotateColorsX<Variation,Rgb16<65535,11439,0>>,Bump<Int<0>,Int<22000>>>>,
  386. //Timed "breathing" emitter flare - NOTE: Due to the way Proffie works, this isn't always "lined up" and might be slightly ahead or slightly behind the hum's breathing. To fix you can turn the saber off and back on until it's lined up. The timing is right, but the code runs in the background even after turning the saber off so it doesn't always start "on time."
  387. //AlphaL<RotateColorsX<Variation,Rgb16<65535,11439,0>>,Bump<Int<0>,Scale<TwistAngle<>,Int<3000>,Int<20000>>>>,
  388. //Alternate twist responsive "breathing" emitter flare, twist the hilt in time with the breathing in a meditative way, or time it while going through different stances, etc.
  389. ResponsiveStabL<Orange>,
  390. //Responsive stab
  391. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  392. //Multi-blast, blaster reflect cycles through different responsive effects
  393. ResponsiveClashL<TransitionEffect<Rgb<255,240,80>,LemonChiffon,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  394. //Responsive clash
  395. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  396. //Drag
  397. LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  398. //Responsive melt
  399. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  400. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  401. InOutTrL<TrWipe<2650>,TrWipeIn<1375>>,
  402. //Wipe out ignition, wipe in retraction
  403. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  404. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  405. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  406. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  407. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  408. >>()},
  409.  
  410. { "09_SPLINTER_PROFFIE", "tracks/mercury.wav",
  411. StylePtr<Layers<
  412. Mix<SmoothStep<Scale<SwingSpeed<400>,Int<6000>,Int<24000>>,Int<10000>>,Stripes<5000,-1300,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<60,17,0>>,RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<128,34,0>>>,AudioFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<168,54,0>>>>,
  413. //Split blade, orange audioflicker with a rolling pulse at the emitter, which takes over the blade more the harder you swing
  414. AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,DarkOrange>,Black,300>,SwingSpeed<600>>,
  415. //Unstable swing
  416. LockupTrL<Layers<
  417. AlphaL<AudioFlickerL<Azure>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  418. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Azure,White,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,TransitionEffect<White,Azure,TrInstant,TrFade<550>,EFFECT_LOCKUP_BEGIN>,TrFade<400>,Stripes<3000,-3500,RotateColorsX<Variation,Rgb16<65535,3131,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,17,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,15911,1175>>,RotateColorsX<Variation,Rgb<60,17,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,34,0>>,RotateColorsX<Variation,Rgb<60,17,0>>>>,TrFade<1350>>,SaberBase::LOCKUP_NORMAL>,
  419. //Responsive lockup with splinter effect
  420. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  421. //Responsive lightning block
  422. ResponsiveStabL<Red>,
  423. //Responsive stab
  424. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  425. //Multi-blast, blaster reflect cycles through different responsive effects
  426. ResponsiveClashL<TransitionEffect<Azure,White,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  427. //Responsive clash
  428. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb16<65535,58942,5401>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,17,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<255,178,110>>,RotateColorsX<Variation,Rgb<60,17,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,34,0>>,RotateColorsX<Variation,Rgb<60,17,0>>>>,TrFade<2700>>,EFFECT_IGNITION>,
  429. //Unstable ignition with splinter effect
  430. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb16<65535,58942,5401>>,40>,TrFade<1100>>,EFFECT_RETRACTION>,
  431. //Bright HumpFlicker retraction
  432. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  433. //Drag
  434. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  435. //Responsive melt
  436. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  437. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  438. InOutTrL<TrWipeSparkTip<White,300>,TrWipeInSparkTip<White,1100>>,
  439. //Spark tip ignition and retraction
  440. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  441. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  442. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  443. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  444. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  445. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<1250>>,EFFECT_RETRACTION>
  446. //Cool down retraction
  447. >>()},
  448.  
  449. { "10_ANALOG_PROFFIE", "tracks/mercury.wav",
  450. StylePtr<Layers<
  451. AudioFlicker<RotateColorsX<Variation,Rgb16<0,38402,65535>>,RotateColorsX<Variation,Rgb<0,85,200>>>,
  452. //Ice blue audioflicker
  453. AlphaL<RotateColorsX<Variation,Rgb16<882,65535,31206>>,SwingSpeed<500>>,
  454. //Bright cyan color swing
  455. AlphaL<Stripes<2500,-4000,RotateColorsX<Variation,Rgb16<0,38402,65535>>,RotateColorsX<Variation,Rgb<0,26,60>>,Pulsing<RotateColorsX<Variation,Rgb<0,13,30>>,Black,800>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,
  456. //Hard swing ripple effect
  457. LockupTrL<Layers<
  458. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  459. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<600>,AlphaL<Mix<SmoothStep<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<1000>>,Stripes<1500,2000,RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb16<0,65535,30086>>>,Stripes<1500,-2500,RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb16<0,65535,30086>>>>,Int<18000>>,TrFade<800>,AlphaL<Mix<SmoothStep<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<1000>>,Stripes<1500,1000,RotateColorsX<Variation,Rgb16<1514,65535,52727>>,RotateColorsX<Variation,Rgb16<3934,65535,38402>>>,Stripes<1500,-1250,RotateColorsX<Variation,Rgb16<1514,65535,52727>>,RotateColorsX<Variation,Rgb16<3934,65535,38402>>>>,Int<18000>>,TrFade<1100>>,SaberBase::LOCKUP_NORMAL>,
  460. //Responsive lockup with click calibration effect
  461. //AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<2100>>,SaberBase::LOCKUP_NORMAL>,
  462. //Alternate lockup ending with white fade out, replace the second AlphaL line above (ending in LOCKUP_NORMAL)
  463. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  464. //Responsive lightning block
  465. AlphaL<RotateColorsX<Variation,Rgb16<0,65535,30086>>,SmoothStep<Scale<SlowNoise<Int<2300>>,Int<1200>,Int<4500>>,Int<-4000>>>,
  466. //Sparking emitter flare
  467. ResponsiveStabL<Red>,
  468. //Responsive stab
  469. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  470. //Multi-blast, blaster reflect cycles through different responsive effects
  471. ResponsiveClashL<TransitionEffect<Rgb<255,240,80>,LemonChiffon,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  472. //Responsive clash
  473. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1000>>,EFFECT_IGNITION>,
  474. //Bright HumpFlicker ignition effect
  475. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<90,180,255>>,40>,TrFade<1200>>,EFFECT_RETRACTION>,
  476. //Bright HumpFlicker retraction effect
  477. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  478. //Drag
  479. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  480. //Responsive melt
  481. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  482. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  483. InOutTrL<TrConcat<TrWipe<200>,AudioFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,0,128>>>,TrWipe<100>,Black,TrBoing<550,2>>,TrColorCycle<790>>,
  484. //Glitch out ignition and cycle down retraction
  485. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Rgb16<0,38402,65535>>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2200>>,Int<1500>,Int<5000>>,Int<-4000>>>,TrFade<1400>,AlphaL<RotateColorsX<Variation,Rgb16<0,11150,20996>>,Bump<Int<0>,Int<10000>>>,TrFade<1500>,AlphaL<Rgb16<20393,20393,20393>,Bump<Int<0>,Int<7000>>>,TrFade<2100>>,EFFECT_RETRACTION>,
  486. //Retraction cool down effect
  487. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  488. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  489. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  490. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  491. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  492. TransitionEffectL<TrConcat<TrFade<100>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,500>,Bump<Int<0>,Int<6000>>>,TrBoing<600,9>>,EFFECT_PREON>
  493. //Clickity preon
  494. >>()},
  495.  
  496. { "11_DEADLINK_PROFFIE", "tracks/mercury.wav",
  497. StylePtr<Layers<
  498. HumpFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<150,0,150>>,50>,
  499. //Magenta HumpFlicker
  500. AlphaL<Stripes<2500,-3000,RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb16<12482,0,18076>>,Pulsing<RotateColorsX<Variation,Rgb<10,0,26>>,Black,800>>,SwingSpeed<350>>,
  501. //Ripple swing effect
  502. //AlphaL<AudioFlickerL<Stripes<2500,-3000,RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb16<12482,0,18076>>,Pulsing<RotateColorsX<Variation,Rgb<10,0,26>>,Black,800>>>,SwingSpeed<300>>,
  503. //Alternate audioflicker ripple swing effect
  504. LockupTrL<Layers<
  505. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  506. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  507. //Responsive lockup
  508. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  509. //Responsive lightning block
  510. AlphaL<RotateColorsX<Variation,Rgb16<33124,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<3500>>,Int<-4000>>>,
  511. //Sparking emitter flare
  512. ResponsiveStabL<Red>,
  513. //Responsive stab
  514. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  515. //Multi-blast, blaster reflect cycles through different responsive effects
  516. ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  517. //Responsive clash
  518. TransitionEffectL<TrConcat<TrDelay<875>,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<160,0,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<21,0,52>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<160,0,255>>,RotateColorsX<Variation,Rgb<21,0,52>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>>,TrFade<250>,HumpFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<80,0,80>>,50>,TrFade<400>,Stripes<3000,-3500,RotateColorsX<Variation,DeepPink>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<21,0,52>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<160,0,255>>,RotateColorsX<Variation,Rgb<21,0,52>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>>,TrFade<1500>>,EFFECT_IGNITION>,
  519. //Unstable ignition effect
  520. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<180,60,255>>,40>,TrFade<2000>>,EFFECT_RETRACTION>,
  521. //Bright HumpFlicker retraction effect
  522. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  523. //Drag
  524. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  525. //Responsive melt
  526. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  527. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  528. InOutTrL<TrConcat<TrWipeIn<200>,RandomBlink<30000,RotateColorsX<Variation,Rgb16<65535,13655,65535>>>,TrWipeIn<200>,Mix<SmoothStep<Scale<SlowNoise<Int<30000>>,Int<1000>,Int<6000>>,Int<-3000>>,Black,RotateColorsX<Variation,Rgb16<65535,13655,65535>>>,TrDelay<400>,Mix<SmoothStep<Int<4000>,Int<-3000>>,Black,White>,TrWipe<175>>,TrColorCycle<2000>>,
  529. //Lightning strike ignition, cycle down retraction
  530. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  531. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  532. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  533. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  534. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  535. >>()},
  536.  
  537. { "12_MAGNETIC_PROFFIE", "tracks/mercury.wav",
  538. StylePtr<Layers<
  539. AudioFlicker<StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Variation,Rgb16<0,33908,20693>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,63,200>>,RotateColorsX<Variation,Rgb<0,7,8>>>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,36,30>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,70,56>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,38,30>>,3000>>,AlphaL<StripesX<Sin<Int<8>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,12,14>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<50,130,255>>,Black>>,RotateColorsX<Variation,Rgb<0,39,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,26,40>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb16<1899,49276,65535>>>,RotateColorsX<Variation,Rgb<0,30,96>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<0,16,50>>,3000>>,Int<10000>>>,
  540. //Blue audioflicker lava lamp
  541. AlphaL<AudioFlickerL<AlphaL<Mix<Trigger<EFFECT_FORCE,Int<4000>,Int<3800>,Int<200>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<33124,0,65535>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<43654,0,65535>>,RotateColorsX<Variation,Rgb16<9500,0,14386>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb16<0,65535,52226>>,RotateColorsX<Int<4000>,RotateColorsX<Variation,DeepSkyBlue>>>,RotateColorsX<Variation,Rgb16<43654,0,65535>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-10000>,Int<36000>>,Int<-4000>>>>,SwingSpeed<450>>,
  542. //Unstable, audio responsive swing. Force effect triggers a brief "charge up" effect while swinging which works well with the overcharged smooth swing
  543. LockupTrL<Layers<
  544. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  545. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
  546. //Responsive lockup
  547. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  548. //Responsive lightning block
  549. AlphaL<RotateColorsX<Variation,Rgb16<11366,0,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<4000>>,Int<-4000>>>,
  550. //Sparking emitter flare
  551. ResponsiveStabL<Red>,
  552. //Responsive stab
  553. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  554. //Multi-blast, blaster reflect cycles through different responsive effects
  555. ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  556. //Responsive clash
  557. TransitionEffectL<TrConcat<TrFade<1040>,RotateColorsX<Variation,Rgb16<2521,681,18076>>,TrInstant,RotateColorsX<Variation,Rgb16<0,65535,52226>>,TrFade<550>>,EFFECT_IGNITION>,
  558. //Charge up ignition effect
  559. TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb16<40546,3350,65535>>>,TrFade<1000>>,EFFECT_RETRACTION>,
  560. //Purple retraction
  561. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  562. //Drag
  563. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  564. //Responsive melt
  565. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  566. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  567. InOutTrL<TrColorCycle<1040,5500,2000>,TrWipeInSparkTip<White,875>>,
  568. //Color cycle ignition, spark tip retraction
  569. //InOutTrL<TrWipeInSparkTip<White,1040>,TrWipeInSparkTip<White,875>>,
  570. //Alternate spark tip in ignition and retraction
  571. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  572. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  573. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  574. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  575. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  576. >>()},
  577.  
  578. { "13_NOBLE_PROFFIE", "tracks/mercury.wav",
  579. StylePtr<Layers<
  580. Stripes<5000,-75,RotateColorsX<Variation,Rgb<180,130,0>>,RotateColorsX<Variation,Rgb<200,120,0>>,RotateColorsX<Variation,Rgb<220,160,40>>,RotateColorsX<Variation,Rgb<170,95,0>>>,
  581. //Slightly different shades of yellow travel very slowly up the blade
  582. EffectSequence<EFFECT_FORCE,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<180,130,0>>,Black,300>,SwingSpeed<475>>,AlphaL<White,SwingSpeed<650>>,AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,65535,28626>>,Black,300>,SwingSpeed<550>>>,
  583. //Force toggleable swing effects, triggering the force effect cycles through a bright unstable swing, an unstable swing, and a white swing
  584. //EffectSequence<EFFECT_FORCE,AlphaL<Mix<Sin<Int<1>>,ColorChange<TrInstant,Red>,Green,Blue,Red>,SwingSpeed<600>>,AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,210>>,Black>,White,RotateColorsX<Variation,Rgb<95,0,210>>,White>,SwingSpeed<600>>>,
  585. //Alternate swing effects, triggering the force effect toggles between unstable white ripple and color change swings
  586. LockupTrL<Layers<
  587. AlphaL<AudioFlickerL<Azure>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  588. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  589. //Responsive lockup
  590. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  591. //Responsive lightning block
  592. AlphaL<RotateColorsX<Variation,LemonChiffon>,Bump<Int<0>,Int<10000>>>,
  593. //Bright emitter flare
  594. ResponsiveStabL<Red>,
  595. //Responsive stab
  596. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  597. //Multi-blast, blaster reflect cycles through different responsive effects
  598. ResponsiveClashL<TransitionEffect<Azure,White,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  599. //Responsive clash
  600. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFade<1000>>,EFFECT_IGNITION>,
  601. //Bright HumpFlicker ignition effect
  602. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  603. //Drag
  604. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  605. //Responsive melt
  606. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  607. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  608. InOutTrL<TrWipeSparkTip<White,350>,TrWipeSparkTip<White,1250>>,
  609. //Spark tip out ignition and retraction
  610. //InOutTrL<TrWipeSparkTip<White,350>,TrWipeInSparkTip<White,1250>>,
  611. //Alternate spark tip out ignition and spark tip in retraction
  612. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  613. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  614. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  615. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  616. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  617. >>()},
  618.  
  619. { "14_DECAY_PROFFIE", "tracks/mercury.wav",
  620. StylePtr<Layers<
  621. StripesX<Int<3500>,Int<1200>,Mix<Sin<Int<20>>,RotateColorsX<Variation,Rgb<95,0,210>>,RotateColorsX<Variation,Rgb<75,0,165>>>,Mix<Sin<Int<23>>,RotateColorsX<Variation,Rgb<52,0,125>>,RotateColorsX<Variation,Rgb<84,0,210>>>,Mix<Sin<Int<16>>,RotateColorsX<Variation,Rgb<115,15,220>>,RotateColorsX<Variation,Rgb<95,0,210>>>,Mix<Sin<Int<18>>,RotateColorsX<Variation,Rgb<26,0,42>>,RotateColorsX<Variation,Rgb<60,0,132>>>>,
  622. //Bright purple absorb effect
  623. //StripesX<Int<3500>,Int<1200>,Mix<Sin<Int<20>>,RotateColorsX<Variation,Rgb<95,0,210>>,RotateColorsX<Variation,Rgb<75,0,165>>>,Mix<Sin<Int<23>>,RotateColorsX<Variation,Rgb<52,0,125>>,RotateColorsX<Variation,Rgb<84,0,210>>>,Mix<Sin<Int<16>>,RotateColorsX<Variation,Rgb<115,0,220>>,RotateColorsX<Variation,Rgb<95,0,210>>>,Mix<Sin<Int<18>>,RotateColorsX<Variation,Rgb<26,0,42>>,RotateColorsX<Variation,Rgb<60,0,132>>>>,
  624. //Alternate darker purple absorb effect, color change friendly (for reds and such)
  625. AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<95,0,210>>,Black,300>,SwingSpeed<400>>,
  626. //Unstable swing
  627. AlphaL<Stripes<1000,2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,210>>,Black>,Black,RotateColorsX<Variation,Rgb<95,0,210>>,Black>,SwingSpeed<500>>,
  628. //Ripple down swing
  629. AlphaL<RotateColorsX<Variation,Rgb<160,60,255>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,
  630. //Bright hard swings
  631. LockupTrL<Layers<
  632. AlphaL<AudioFlickerL<Azure>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  633. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<White,Int<0>>,TrWaveX<White,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>,StripesX<Int<3500>,Int<1200>,Mix<Sin<Int<20>>,RotateColorsX<Variation,Rgb<95,0,210>>,RotateColorsX<Variation,Rgb<75,0,165>>>,Mix<Sin<Int<23>>,RotateColorsX<Variation,Rgb<52,0,125>>,RotateColorsX<Variation,Rgb<84,0,210>>>,Mix<Sin<Int<16>>,RotateColorsX<Variation,Rgb<115,15,220>>,RotateColorsX<Variation,Rgb<95,0,210>>>,Mix<Sin<Int<18>>,RotateColorsX<Variation,Rgb<26,0,42>>,RotateColorsX<Variation,Rgb<60,0,132>>>>,TrFade<1225>,RotateColorsX<Variation,Rgb<160,60,255>>,TrFade<250>>,SaberBase::LOCKUP_NORMAL>,
  634. //Responsive lockup with reset
  635. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  636. //Responsive lightning block
  637. AlphaL<RotateColorsX<Variation,Rgb<160,60,255>>,SmoothStep<Scale<SlowNoise<Int<1750>>,Int<1500>,Int<4500>>,Int<-6000>>>,
  638. //Sparking emitter flare
  639. //AlphaL<RotateColorsX<Variation,Rgb16<45025,0,65535>>,SmoothStep<Scale<SlowNoise<Int<1750>>,Int<1500>,Int<4500>>,Int<-6000>>>,
  640. //Alternate darker sparking emitter flare, color change friendly (for reds and such)
  641. ResponsiveStabL<Red>,
  642. //Responsive stab
  643. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  644. //Multi-blast, blaster reflect cycles through different responsive effects
  645. ResponsiveClashL<TransitionEffect<Azure,White,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  646. //Responsive clash
  647. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<160,60,255>>,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<175,80,255>>,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1650>>,EFFECT_IGNITION>,
  648. //Bright unstable ignition
  649. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<160,60,255>>,40>,TrFade<1200>>,EFFECT_RETRACTION>,
  650. //Bright HumpFlicker retraction
  651. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  652. //Drag
  653. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  654. //Responsive melt
  655. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  656. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  657. InOutTrL<TrWipeInSparkTip<White,200>,TrWipeInSparkTip<White,1125>>,
  658. //Spark tip in ignition and retraction
  659. //InOutTrL<TrWipeSparkTip<White,200>,TrWipeInSparkTip<White,1125>>,
  660. //Alternate spark tip ignition and retraction
  661. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  662. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  663. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  664. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  665. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  666. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,40>,TrWipe<150>,HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,40>,TrBoing<350,2>>,EFFECT_PREON>,
  667. TransitionEffectL<TrConcat<TrInstant,AlphaL<HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,30>,Bump<Int<0>,Int<5000>>>,TrFade<625>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,30>,Bump<Int<0>,Int<9000>>>,TrFade<625>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,40>,Bump<Int<0>,Int<13000>>>,TrFade<500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,69>,Bump<Int<0>,Int<18000>>>,TrFade<750>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,69>,Bump<Int<0>,Int<23000>>>,TrFade<750>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,30>,Bump<Int<0>,Int<7000>>>,TrFade<500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Rgb<95,0,210>>,50>,Bump<Int<0>,Int<19000>>>,TrBoing<1950,9>>,EFFECT_PREON>,
  668. TransitionEffectL<TrConcat<TrInstant,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<500>,Int<200>,Int<400>,Int<32768>>>,TrDelay<1250>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<300>,Int<300>,Int<300>,Int<32768>>>,TrDelay<1000>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<300>,Int<315>,Int<215>,Int<32768>>>,TrDelay<1000>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<115>,Int<375>,Int<115>,Int<32768>>>,TrDelay<1250>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<300>,Int<300>,Int<300>,Int<32768>>>,TrDelay<1500>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<100>,Int<400>,Int<100>,Int<32768>>>,TrDelay<1750>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<300>,Int<300>,Int<300>,Int<32768>>>,TrDelay<2000>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<300>,Int<315>,Int<215>,Int<32768>>>,TrDelay<450>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb<95,0,210>>,Int<100>,Int<400>,Int<100>,Int<32768>>>,TrDelay<1450>,AlphaL<RotateColorsX<Variation,Rgb<95,0,210>>,Bump<Int<0>,Int<6000>>>,TrBoing<1450,5>>,EFFECT_PREON>,
  669. TransitionEffectL<TrConcat<TrDelay<4350>,AlphaL<Mix<Trigger<EFFECT_PREON,Int<3000>,Int<5000>,Int<3000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<33124,0,65535>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<56306,0,65535>>,RotateColorsX<Variation,Rgb16<21919,0,22863>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb16<33124,0,65535>>,RotateColorsX<Int<2750>,RotateColorsX<Variation,Rgb16<33124,0,65535>>>>,RotateColorsX<Variation,Rgb16<42753,14386,65535>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-5000>,Int<42500>>,Int<-4000>>>,TrDelay<7750>>,EFFECT_PREON>
  670. //Life force drain preon
  671. >>()},
  672.  
  673. { "15_MASTERLESS_PROFFIE", "tracks/mercury.wav",
  674. StylePtr<Layers<
  675. Stripes<15000,-300,RotateColorsX<Variation,Yellow>,Pulsing<RotateColorsX<Variation,Rgb<200,200,30>>,RotateColorsX<Variation,Rgb<180,180,0>>,800>,RotateColorsX<Variation,Rgb<180,180,0>>>,
  676. TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,Rgb<180,180,0>>,RotateColorsX<Variation,Rgb<113,113,0>>>,TrDelay<30000>,RotateColorsX<Variation,Rgb<180,180,0>>,TrFade<800>>,EFFECT_FORCE>,
  677. AlphaL<RotateColorsX<Variation,Rgb<255,80,10>>,Scale<IsLessThan<SwingSpeed<300>,Int<13600>>,Scale<SwingSpeed<300>,Int<-19300>,Int<32768>>,Int<0>>>,
  678. LockupTrL<Layers<
  679. AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  680. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,TransitionEffect<Rgb<255,150,0>,Moccasin,TrInstant,TrFade<200>,EFFECT_LOCKUP_BEGIN>,TrFade<400>>,TrConcat<TrInstant,Red,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
  681. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  682. AlphaL<RotateColorsX<Variation,Rgb<230,180,80>>,Bump<Int<0>,Int<8000>>>,
  683. ResponsiveStabL<Red>,
  684. ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  685. ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  686. TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<230,180,80>>>,TrFade<1200>>,EFFECT_IGNITION>,
  687. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  688. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  689. InOutTrL<TrWipeSparkTip<White,300,40>,TrWipeIn<1400>>,
  690. TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>>>()},
  691.  
  692. { "16_CODA_PROFFIE", "tracks/mercury.wav",
  693. StylePtr<Layers<
  694. Mix<Sin<Int<3>>,AudioFlicker<RotateColorsX<Variation,DodgerBlue>,Stripes<5000,-90,RotateColorsX<Variation,Rgb<0,55,165>>,RotateColorsX<Variation,Rgb<0,85,115>>,RotateColorsX<Variation,Rgb<0,65,145>>,RotateColorsX<Variation,Rgb<0,30,185>>>>,AudioFlicker<RotateColorsX<Variation,Rgb<0,155,255>>,Stripes<5000,-90,RotateColorsX<Variation,Rgb<0,95,170>>,RotateColorsX<Variation,Rgb<0,115,215>>,RotateColorsX<Variation,Rgb<0,145,145>>,RotateColorsX<Variation,Rgb<0,65,225>>>>>,
  695. //Rotates ^3 times per minute between DodgerBlue and DeepSkyBlue with subtle Cyan/Blue audioflicker
  696. //AudioFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,95,195>>>,
  697. //Alternate DeepSkyBlue with very subtle audioflicker
  698. AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black,300>,SwingSpeed<400>>,
  699. //Unstable swing
  700. AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black>,Black,RotateColorsX<Variation,DeepSkyBlue>,Black>,SwingSpeed<525>>,
  701. //Unstable ripple swing
  702. LockupTrL<Layers<
  703. AlphaL<AudioFlickerL<Rgb<255,240,80>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  704. AlphaL<LemonChiffon,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<875>>,SaberBase::LOCKUP_NORMAL>,
  705. //Responsive lockup effect with screeching humpflicker endlock
  706. //LockupTrL<Layers<
  707. //AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  708. //AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<4000>>,SaberBase::LOCKUP_NORMAL>,
  709. //Alternate standard lockup
  710. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  711. //Responsive lightning block
  712. ResponsiveStabL<RotateColorsX<Variation,Yellow>>,
  713. //Responsive stab
  714. //ResponsiveStabL<Red>,
  715. //Alternate responsive stab, no color change
  716. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  717. //Multi-blast, blaster reflect cycles through different responsive effects
  718. //ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  719. //Alternate responsive blast
  720. ResponsiveClashL<TransitionEffect<Rgb<255,240,80>,LemonChiffon,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  721. //Responsive Clash
  722. //ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  723. //Alternate white clash
  724. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<90,180,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,26,60>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<90,180,255>>,RotateColorsX<Variation,Rgb<0,26,60>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,42,128>>,RotateColorsX<Variation,Rgb<0,26,60>>>>,TrFade<400>,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<90,180,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,26,60>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<90,180,255>>,RotateColorsX<Variation,Rgb<0,26,60>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,42,128>>,RotateColorsX<Variation,Rgb<0,26,60>>>>,TrFade<450>,HumpFlickerL<AlphaL<RotateColorsX<Variation,Rgb<90,180,255>>,Int<19000>>,25>,TrFade<2875>>,EFFECT_IGNITION>,
  725. //Stabilize ignition effect
  726. TransitionEffectL<TrConcat<TrFade<1125>,RotateColorsX<Variation,Rgb<90,180,255>>,TrInstant>,EFFECT_RETRACTION>,
  727. //Slow brighten retraction effect
  728. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  729. //Drag
  730. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  731. //Responsive melt
  732. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  733. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  734. InOutTrL<TrWipe<500>,TrWipeIn<1125>>,
  735. //Standard ignition/retraction
  736. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  737. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  738. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  739. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  740. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  741. TransitionEffectL<TrConcat<TrFade<450>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,10>,Bump<Int<0>,Int<3000>>>,TrFade<350>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,15>,Bump<Int<0>,Int<5000>>>,TrFade<450>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,20>,Bump<Int<0>,Int<7000>>>,TrFade<500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,25>,Bump<Int<0>,Int<10500>>>,TrBoing<150,1>>,EFFECT_PREON>
  742. //Overload preon effect
  743. >>()},
  744.  
  745. { "17_APOCALYPSE_PROFFIE", "tracks/mercury.wav",
  746. StylePtr<Layers<
  747. Mix<SmoothStep<Scale<SwingSpeed<400>,Int<6000>,Int<24000>>,Int<10000>>,Mix<Sin<Int<30>>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>,300>,RotateColorsX<Variation,Rgb<30,0,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>>,HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<125,0,0>>,40>>,
  748. //Swing responsive humpflicker/rotating red/orange unstable base, unstable takes over the blade the harder you swing
  749. //HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,
  750. //Alternate plain humpflicker
  751. AlphaL<AlphaL<AudioFlickerL<RotateColorsX<Variation,Rgb16<65535,8729,0>>>,SwingSpeed<350>>,SmoothStep<Scale<SwingSpeed<450>,Int<29000>,Int<9500>>,Int<16000>>>,
  752. //Responsive edge audioflicker swing - starts at the tip and takes over the blade the harder you swing
  753. LockupTrL<Layers<
  754. AlphaL<AudioFlickerL<Rgb<255,150,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  755. AlphaL<Moccasin,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<500>>,TrConcat<TrInstant,White,TrFade<600>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TrFade<50>,RotateColorsX<Variation,Rgb16<65535,8729,0>>,TrFade<525>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TrFade<50>,RotateColorsX<Variation,Rgb16<35913,7294,0>>,TrFade<250>,StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,25,0>>,RotateColorsX<Variation,Rgb<60,15,0>>>,300>,RotateColorsX<Variation,Rgb<30,2,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TrFade<100>,RotateColorsX<Variation,Rgb16<20393,1818,0>>,TrBoing<950,3>>,SaberBase::LOCKUP_NORMAL>,
  756. //Responsive lockup with unstable cooldown
  757. //AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrJoinR<TrWipe<100>,TrWipeIn<100>>,White,TrFade<3000>>,SaberBase::LOCKUP_NORMAL>,
  758. //Alternate normal endlock effect
  759. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  760. //Responsive lightning block
  761. ResponsiveStabL<RotateColorsX<Variation,Orange>>,
  762. //Responsive stab
  763. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  764. //Multi-blast, blaster reflect cycles through different responsive effects
  765. //ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  766. //Alternate responsive blast
  767. ResponsiveClashL<TransitionEffect<Rgb<255,150,0>,Moccasin,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  768. //Responsive Clash
  769. //ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  770. //Alternate white clash
  771. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Orange>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<70,25,5>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RotateColorsX<Variation,Rgb<75,20,5>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<155,25,0>>,RotateColorsX<Variation,Rgb<65,15,0>>>>,TrFade<2500>,Stripes<3000,-2250,RotateColorsX<Variation,DarkOrange>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<195,15,0>>,RotateColorsX<Variation,Rgb<50,15,0>>>,BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RotateColorsX<Variation,Rgb<85,15,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<155,25,0>>,RotateColorsX<Variation,Rgb<95,15,0>>>>,TrFade<1000>,Stripes<3000,-1500,RotateColorsX<Variation,Rgb16<65535,8729,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<195,10,0>>,RotateColorsX<Variation,Rgb<55,5,0>>>,BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,RotateColorsX<Variation,Rgb<185,10,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<255,13,0>>,RotateColorsX<Variation,Rgb<105,3,0>>>>,TrFade<2500>>,EFFECT_IGNITION>,
  772. //Unstable ignition
  773. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<255,75,0>>,40>,TrFade<500>>,EFFECT_RETRACTION>,
  774. //Humpflicker retraction
  775. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  776. //Drag
  777. LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  778. //Responsive melt
  779. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  780. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  781. InOutTrL<TrWipeSparkTip<White,175,250>,TrColorCycle<500>>,
  782. //Spark tip ignition, cycle down retraction
  783. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<500>,Int<5500>>,Int<-4000>>>,TrFade<1100>>,EFFECT_RETRACTION>,
  784. //White flicker retraction effect
  785. TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<10000>>>,TrFade<1600>,AlphaL<RotateColorsX<Variation,Orange>,Bump<Int<0>,Int<8000>>>,TrFade<1400>,AlphaL<RotateColorsX<Variation,Red>,Bump<Int<0>,Int<6000>>>,TrFade<1000>>,EFFECT_RETRACTION>,
  786. //Emitter cool off retraction effect
  787. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  788. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  789. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  790. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  791. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  792. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<3000>,Int<2000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Red>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb16<14386,0,0>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Red>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Red>>>,DarkOrange,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<25000>>,Int<-4000>>>,TrDelay<6500>>,EFFECT_PREON>,
  793. //Noise responsive preon
  794. TransitionEffectL<TrConcat<TrDelay<3000>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Red>,Int<115>,Int<400>,Int<250>,Int<0>>>,TrDelay<1000>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Red>,Int<215>,Int<300>,Int<395>,Int<0>>>,TrDelay<1500>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Red>,Int<345>,Int<200>,Int<500>,Int<0>>>,TrDelay<1500>,AlphaL<RotateColorsX<Variation,Red>,Bump<Int<0>,Int<6000>>>,TrBoing<500,2>>,EFFECT_PREON>,
  795. //Charge up, wave out preon
  796. TransitionEffectL<TrConcat<TrFade<1500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Red>,10>,Bump<Int<0>,Int<4000>>>,TrFade<2000>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Orange>,15>,Bump<Int<0>,Int<5000>>>,TrFade<2500>,AlphaL<HumpFlickerL<White,20>,Bump<Int<0>,Int<6000>>>,TrBoing<500,2>>,EFFECT_PREON>
  797. //Emitter heat up preon
  798. >>()},
  799.  
  800. { "18_MERCENARY_PROFFIE", "tracks/mercury.wav",
  801. StylePtr<Layers<
  802.  
  803. //Base Fett263 Smoke Blade style
  804. StripesX<Sin<Int<12>,Int<3000>,Int<7000>>,Scale<SwingSpeed<100>,Int<75>,Int<125>>,StripesX<Sin<Int<10>,Int<1000>,Int<3000>>,Scale<SwingSpeed<100>,Int<75>,Int<100>>,Pulsing<RotateColorsX<Variation,Yellow>,RotateColorsX<Variation,Rgb<15,14,0>>,1200>,Mix<SwingSpeed<200>,RotateColorsX<Variation,Rgb<90,87,0>>,Black>>,RotateColorsX<Variation,Rgb<40,40,0>>,Pulsing<RotateColorsX<Variation,Rgb<36,33,0>>,StripesX<Sin<Int<10>,Int<2000>,Int<3000>>,Sin<Int<10>,Int<75>,Int<100>>,RotateColorsX<Variation,Yellow>,RotateColorsX<Variation,Rgb<60,58,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<90,88,0>>,RotateColorsX<Variation,Rgb<5,5,0>>,3000>>,
  805.  
  806. //Underlying Fett263 Smoke Blade Fire layer
  807. AlphaL<StyleFire<RotateColorsX<Variation,Yellow>,RotateColorsX<Variation,Rgb<2,2,0>>,0,1,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<0,0,25>>,Int<10000>>,
  808.  
  809. //Fett263 Ripple swing effect
  810. AlphaL<Stripes<2500,-3000,RotateColorsX<Variation,Yellow>,RotateColorsX<Variation,Rgb<44,42,0>>,Pulsing<RotateColorsX<Variation,Rgb<22,20,0>>,Black,800>>,SwingSpeed<375>>,
  811.  
  812. //Fett263 Bright hard swing effect
  813. AlphaL<RotateColorsX<Variation,LemonChiffon>,Scale<IsLessThan<SwingSpeed<675>,Int<13600>>,Scale<SwingSpeed<750>,Int<-17300>,Int<32768>>,Int<0>>>,
  814.  
  815. //Fett263 Responsive Intensity Lockup
  816. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  817. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  818. TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,White>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>>,SaberBase::LOCKUP_NORMAL>,
  819.  
  820. //Fett263 Responsive Lightning Block
  821. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  822.  
  823. //Fett263 Sparking Emitter Flare
  824. AlphaL<RotateColorsX<Variation,LemonChiffon>,SmoothStep<Scale<SlowNoise<Int<2750>>,Int<1750>,Int<3750>>,Int<-4000>>>,
  825.  
  826. //Responsive Stab
  827. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,DeepPink>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  828.  
  829. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  830. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  831.  
  832. //Fett263 Real Clash
  833. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,White>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  834.  
  835. //Fett263 Unstable bright ignition effect
  836. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<100,100,150>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,60,80>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<110,115,140>>,RotateColorsX<Variation,Rgb<60,60,80>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,128,128>>,RotateColorsX<Variation,Rgb<60,60,80>>>>,TrFadeX<Percentage<WavLen<>,65>>>,EFFECT_IGNITION>,
  837.  
  838. //Fett263 Bright Humpflicker retraction effect
  839. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFadeX<Percentage<WavLen<>,125>>>,EFFECT_RETRACTION>,
  840.  
  841. //Fett263 Intensity Drag
  842. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  843.  
  844. //Fett263 Responsive Intensity Melt
  845. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  846.  
  847. //Fett263 Power Save, if using Fett263's prop file hold AUX and click PWR while ON (pointing up) to dim blade in 25% increments.
  848. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  849.  
  850. //Fett263 White Spark Tip ignition and Color Cycle retraction
  851. InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,8>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,25>,Int<300>,Percentage<WavLen<EFFECT_IGNITION>,8>,Int<0>>>,TrColorCycle<950,7500>>,
  852.  
  853. //Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  854. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  855. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  856.  
  857. //Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  858. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  859.  
  860. //Absorby charge-up preon
  861. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<>,33>>,TransitionLoopL<TrJoin<TrWipeIn<142>,TrSparkX<RotateColorsX<Variation,LemonChiffon>,Int<425>,Int<142>,Int<32768>>>>,TrDelayX<Percentage<WavLen<>,67>>>,EFFECT_PREON>,
  862. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Percentage<WavLen<>,33>,Percentage<WavLen<>,67>,Int<0>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,HotPink>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,LightPink>,RotateColorsX<Variation,LemonChiffon>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,DeepPink>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Yellow>>>,RotateColorsX<Variation,LemonChiffon>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-350>,Int<17500>>,Int<-4000>>>,TrDelayX<WavLen<>>>,EFFECT_PREON>,
  863. TransitionEffectL<TrConcat<TrInstant,AlphaL<Black,SmoothStep<Sin<Int<10>,Int<16500>,Int<14500>>,Sin<Int<7>,Int<10500>,Int<9500>>>>,TrDelayX<WavLen<>>>,EFFECT_PREON>
  864. >>()},
  865.  
  866. { "19_ENDURE_PROFFIE", "tracks/mercury.wav",
  867. StylePtr<Layers<
  868. Mix<Scale<BladeAngle<19000>,Int<32768>,Int<0>>,Blinking<HumpFlicker<RotateColorsX<Variation,Red>,AudioFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb16<11585,0,0>>>,35>,RotateColorsX<Variation,Red>,918,900>,HumpFlicker<RotateColorsX<Variation,Red>,AudioFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb16<11585,0,0>>>,35>>,
  869. //Heart beat humpflicker - point the blade up to blend in a subtle heart beat - NOTE: Due to the way Proffie works, this isn't always "lined up" and might be slightly ahead or slightly behind the heart beat. Personally, I don't mind this, as it seems like it's just part of the beat. But if you want to fix this you can either change to another preset then change back or turn the saber off and back on until it's lined up.
  870. //HumpFlicker<RotateColorsX<Variation,Red>,AudioFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,Rgb16<11585,0,0>>,35>,
  871. //Alternate humpflicker, no heart beat
  872. TransitionEffectL<TrConcat<TrDelay<1200>,HumpFlicker<RotateColorsX<Variation,Red>,AudioFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb16<11585,0,0>>>,35>,TrFade<450>,RotateColorsX<Variation,Rgb16<26858,591,0>>,TrFade<300>,RotateColorsX<Variation,Rgb16<65535,11439,0>>,TrFade<50>>,EFFECT_FORCE>,
  873. //Charge up Force effect. I recommend commenting this out if you'll be using the included Quotes instead of Force sounds (Or wait for Proffie OS6!)
  874. AlphaL<AudioFlickerL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,Black>,Black,RotateColorsX<Variation,Red>,Black>>,SwingSpeed<265>>,
  875. //Audio responsive unstable/stripey swing effect
  876. AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Red>,Black,300>,SwingSpeed<350>>,
  877. //Unstable swing effect
  878. AlphaL<AlphaL<Stripes<2000,-3750,RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Rgb<60,0,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,0,0>>,Black,800>>,Scale<IsLessThan<SwingSpeed<850>,Int<13600>>,Scale<SwingSpeed<850>,Int<-19300>,Int<32768>>,Int<0>>>,SmoothStep<Int<14500>,Int<16000>>>,
  879. //Bright ripple hard swing effect - swing hard enough to trigger an accent swing and blood orange ripples up the blade
  880. LockupTrL<Layers<
  881. AlphaL<AudioFlickerL<Rgb<255,150,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  882. AlphaL<Moccasin,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<650>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,11439,0>>,Black,300>,TrFade<1000>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Red>,Black,300>>,TrFade<2675>>,SaberBase::LOCKUP_NORMAL>,
  883. //Responsive lockup effect with growly audio responsive heart beat endlock
  884. //LockupTrL<Layers<
  885. //AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  886. //AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<4000>>,SaberBase::LOCKUP_NORMAL>,
  887. //Alternate standard lockup
  888. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  889. //Responsive lightning block
  890. AlphaL<Mix<Scale<BladeAngle<19000>,Int<32768>,Int<0>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>>,RotateColorsX<Variation,Rgb<60,0,0>>,0,2,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>>,RotateColorsX<Variation,Rgb<60,0,0>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>>,SmoothStep<Scale<SlowNoise<Int<3000>>,Int<1750>,Int<4125>>,Int<-4000>>>,
  891. //Responsive flame emitter effect, point the blade up to speed up the flame
  892. //AlphaL<StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>>,RotateColorsX<Variation,Rgb<60,0,0>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>,SmoothStep<Scale<SlowNoise<Int<3000>>,Int<2000>,Int<4000>>,Int<-4000>>>,
  893. //Alternate non-responsive flame emitter effect
  894. ResponsiveStabL<Orange>,
  895. //Responsive stab
  896. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  897. //Multi-blast, blaster reflect cycles through different responsive effects
  898. //ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  899. //Alternate responsive blast
  900. ResponsiveClashL<TransitionEffect<Rgb<255,150,0>,Moccasin,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  901. //Responsive Clash
  902. //ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  903. //Alternate white clash
  904. TransitionEffectL<TrConcat<TrInstant,Stripes<1900,-2350,RotateColorsX<Variation,Rgb16<65535,5115,0>>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,8357,0>>,RotateColorsX<Variation,Orange>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<75,0,0>>>>,TrFade<2350>>,EFFECT_IGNITION>,
  905. //Unstable ripple ignition effect
  906. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb16<65535,1899,0>>,40>,TrFade<1750>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,1899,0>>,Black,300>,TrInstant>,EFFECT_RETRACTION>,
  907. //Retraction effect, bright humpflicker fades to unstable
  908. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  909. //Drag
  910. LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  911. //Responsive melt
  912. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  913. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  914. InOutTrL<TrJoin<TrWipe<2000>,TrWaveX<White,Int<2150>,Int<400>,Int<2000>,Int<0>>>,TrJoin<TrWipeIn<1750>,TrWaveX<White,Int<1750>,Int<400>,Int<1750>,Int<32768>>>>,
  915. //Spark tip ignition/retraction
  916. //InOutTrL<TrWipe<2000>,TrWipeIn<1750>>,
  917. //Alternate standard ignition/retraction
  918. TransitionEffectL<TrConcat<TrDelay<1750>,AlphaL<Mix<Trigger<EFFECT_RETRACTION,Int<4250>,Int<6000>,Int<2500>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Red>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb16<14386,0,0>>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>>,RotateColorsX<Variation,Rgb<60,0,0>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>>,SmoothStep<Scale<NoisySoundLevel,Int<-1125>,Int<20000>>,Int<-4000>>>,TrDelay<5000>>,EFFECT_RETRACTION>,
  919. //Audio responsive cooldown retraction effect
  920. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  921. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  922. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  923. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  924. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  925. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<1750>,Int<250>,Int<3000>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>>,RotateColorsX<Variation,Rgb<60,0,0>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>,RandomPerLEDFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb16<14386,0,0>>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Red>,100>>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<25000>>,Int<-4000>>>,TrDelay<2000>>,EFFECT_PREON>,
  926. //Audio responsive charge-up preon effect
  927. TransitionEffectL<TrConcat<TrDelay<1150>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Red>,Int<125>,Int<350>,Int<315>,Int<0>>>,TrDelay<850>>,EFFECT_PREON>
  928. //Ripple out preon effect
  929. >>()},
  930.  
  931. { "20_GALVANIC_PROFFIE", "tracks/mercury.wav",
  932. StylePtr<Layers<
  933. StripesX<Sin<Int<4>,Int<800>,Int<2000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<500>,Int<1500>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb<50,130,255>>,RotateColorsX<Variation,Rgb<0,73,225>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,73,225>>,RotateColorsX<Variation,Rgb<80,100,150>>>>,RotateColorsX<Variation,Rgb<0,75,195>>,Pulsing<RotateColorsX<Variation,Rgb<0,56,90>>,StripesX<Sin<Int<2>,Int<900>,Int<1750>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<50,130,255>>>,RotateColorsX<Variation,Rgb<0,50,115>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,40,128>>,RotateColorsX<Variation,Rgb<20,86,150>>,3000>>,
  934. AlphaL<StripesX<Sin<Int<8>,Int<800>,Int<2000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<500>,Int<1500>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,130,255>>>,RotateColorsX<Variation,Rgb<20,100,150>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb<0,130,255>>,Black>>,RotateColorsX<Variation,Rgb<20,100,175>>,Pulsing<RotateColorsX<Variation,Rgb<0,36,80>>,StripesX<Sin<Int<2>,Int<900>,Int<1750>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,130,255>>>,RotateColorsX<Variation,Rgb<0,30,96>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,80,148>>,RotateColorsX<Variation,Rgb<0,16,50>>,3000>>,Int<10000>>,
  935. //Base "water" blade, an edited blue lava blade
  936. AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<17521,5115,65535>>,Black,300>,SwingSpeed<315>>,
  937. //Unstable swing
  938. AlphaL<AlphaL<Stripes<2000,-4500,RotateColorsX<Variation,Rgb16<7465,49761,65535>>,RotateColorsX<Variation,Rgb<0,36,60>>,Pulsing<RotateColorsX<Variation,Rgb<0,17,30>>,Black,800>>,Scale<IsLessThan<SwingSpeed<850>,Int<13600>>,Scale<SwingSpeed<700>,Int<-19300>,Int<32768>>,Int<0>>>,SmoothStep<Int<13333>,Int<16000>>>,
  939. //Ripple hard swing effect - swing hard enough to trigger an accent swing and cyan ripples up the top half of the blade
  940. LockupTrL<Layers<
  941. AlphaL<AudioFlickerL<Rgb<255,225,0>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  942. AlphaL<NavajoWhite,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<250>,AlphaL<Strobe<White,AudioFlicker<White,Blue>,50,1>,LayerFunctions<Bump<Scale<SlowNoise<Scale<BladeAngle<24000>,Int<2100>,Int<1000>>>,Scale<BladeAngle<24000>,Int<3000>,Int<10000>>,Int<16000>>,Scale<BrownNoiseF<Int<10>>,Scale<TwistAngle<>,Int<4000>,Int<10000>>,Scale<TwistAngle<>,Int<9000>,Int<14000>>>>,Bump<Scale<SlowNoise<Int<2200>>,Scale<BladeAngle<24000>,Int<26000>,Int<18000>>,Int<8000>>,Scale<NoisySoundLevel,Scale<TwistAngle<>,Int<6000>,Int<10000>>,Scale<TwistAngle<>,Int<10000>,Int<14000>>>>,Bump<Scale<SlowNoise<Int<2300>>,Scale<BladeAngle<24000>,Int<20000>,Int<16000>>,Scale<BladeAngle<24000>,Int<30000>,Int<24000>>>,Scale<IsLessThan<SlowNoise<Int<2000>>,Int<12000>>,Scale<NoisySoundLevel,Scale<TwistAngle<>,Int<9000>,Int<5000>>,Int<0>>,Int<0>>>>>,TrFade<375>>,SaberBase::LOCKUP_NORMAL>,
  943. //Responsive lockup effect with scraping endlock
  944. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  945. //Responsive lightning block
  946. AlphaL<RotateColorsX<Variation,Rgb<90,180,255>>,SmoothStep<Scale<SlowNoise<Int<300>>,Int<1500>,Int<5000>>,Int<-4000>>>,
  947. //Bright sparking emitter flare
  948. ResponsiveStabL<RotateColorsX<Variation,Yellow>>,
  949. //Responsive yellow stab
  950. //ResponsiveStabL<Red>,
  951. //Alternate responsive red stab, no color change
  952. TransitionEffectL<TrConcat<TrDelay<100>,Layers<
  953. AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<32768>>>>,SmoothStep<Int<16384>,Int<-100>>>,
  954. AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<0>>>>,SmoothStep<Int<16384>,Int<100>>>>,TrDelay<300>>,EFFECT_BLAST>,
  955. //First timed blast, waits 100 ms ^
  956. TransitionEffectL<TrConcat<TrDelay<200>,Layers<
  957. AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<32768>>>>,SmoothStep<Int<16384>,Int<-100>>>,
  958. AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<0>>>>,SmoothStep<Int<16384>,Int<100>>>>,TrDelay<300>>,EFFECT_BLAST>,
  959. //Second timed blast, waits 200 ms ^
  960. //TransitionEffectL<TrConcat<TrDelay<300>,Layers<
  961. //AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<32768>>>>,SmoothStep<Int<16384>,Int<-100>>>,
  962. //AlphaL<TransitionLoopL<TrConcat<TrWaveX<White,Int<300>,Int<400>,Int<300>,Int<0>>>>,SmoothStep<Int<16384>,Int<100>>>>,TrDelay<300>>,EFFECT_BLAST>,
  963. //Optional third timed blast, waits 3^00 ms
  964. //Timed Blaster reflects. These are non-responsive and always starts in the middle of the blade, but it matches up with the timed blaster bolts for Galvanic. Make sure to wait for the animation to finish, if you spam it fast enough it might freeze up the saber.
  965. ResponsiveBlastL<SparkleL<White,750,750>,Int<1100>,Int<250>,Int<10000>>,
  966. //Sparky blast
  967. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  968. //Multi-blast, blaster reflect cycles through different responsive effects
  969. //ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  970. //Alternate standard responsive blast, comment out all or some of the above blast effects if you would rather use this
  971. ResponsiveClashL<AlphaL<Strobe<White,AudioFlicker<White,Blue>,50,1>,LayerFunctions<Bump<Scale<SlowNoise<Scale<BladeAngle<24000>,Int<2100>,Int<1000>>>,Scale<BladeAngle<24000>,Int<3000>,Int<10000>>,Int<16000>>,Scale<BrownNoiseF<Int<10>>,Scale<TwistAngle<>,Int<4000>,Int<10000>>,Scale<TwistAngle<>,Int<9000>,Int<14000>>>>,Bump<Scale<SlowNoise<Int<2200>>,Scale<BladeAngle<24000>,Int<26000>,Int<18000>>,Int<8000>>,Scale<NoisySoundLevel,Scale<TwistAngle<>,Int<6000>,Int<10000>>,Scale<TwistAngle<>,Int<10000>,Int<14000>>>>,Bump<Scale<SlowNoise<Int<2300>>,Scale<BladeAngle<24000>,Int<20000>,Int<16000>>,Scale<BladeAngle<24000>,Int<30000>,Int<24000>>>,Scale<IsLessThan<SlowNoise<Int<2000>>,Int<12000>>,Scale<NoisySoundLevel,Scale<TwistAngle<>,Int<9000>,Int<5000>>,Int<0>>,Int<0>>>>>,TrInstant,TrFade<1100>,Int<15000>,Int<4000>,Int<32000>>,
  972. //Responsive scraping clash
  973. ResponsiveClashL<TransitionEffect<Rgb<255,225,0>,NavajoWhite,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  974. //Responsive Clash
  975. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFade<500>,HumpFlickerL<Rgb<100,100,150>,20>,TrFade<1300>,Rgb<75,80,110>,TrFade<400>>,EFFECT_IGNITION>,
  976. //Bright humpflicker ignition effect
  977. TransitionEffectL<TrConcat<TrFade<1000>,Rgb<100,100,150>,TrInstant>,EFFECT_RETRACTION>,
  978. //Bright retraction effect
  979. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  980. //Drag
  981. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  982. //Responsive melt
  983. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  984. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  985. InOutTrL<TrWipe<125>,TrWipeIn<1000>>,
  986. //Standard ignition/retraction
  987. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  988. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  989. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  990. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  991. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  992. >>()},
  993.  
  994. { "21_OMEN_PROFFIE", "tracks/mercury.wav",
  995. StylePtr<Layers<
  996.  
  997. //OS6 Magenta AudioFlicker
  998. AudioFlicker<RotateColorsX<Variation,Rgb<130,0,215>>,RotateColorsX<Variation,Rgb<78,0,131>>>,
  999.  
  1000. //OS6 Unstable Deep Pink Swing
  1001. AlphaL<Stripes<2500,2000,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,300>,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,300>,RotateColorsX<Variation,DeepPink>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>>,SwingSpeed<365>>,
  1002.  
  1003. //OS6 Fett263 Responsive Intensity Lockup Effect with Sizzle Endlock Selection
  1004. ColorSelect<WavNum<EFFECT_LOCKUP_END>,TrInstant,
  1005. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>>,TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1006. TrConcat<TrInstant,White,TrFade<320>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<240>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<127>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<188>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<438>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<100>>,SaberBase::LOCKUP_NORMAL>,
  1007. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>>,TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1008. TrConcat<TrInstant,White,TrFade<315>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<263>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<110>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<313>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<188>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<100>>,SaberBase::LOCKUP_NORMAL>,
  1009.  
  1010. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>>,TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1011. TrConcat<TrInstant,White,TrFade<250>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Red>,Black,300>,TrFade<312>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<125>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<375>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<312>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<100>>,SaberBase::LOCKUP_NORMAL>,
  1012.  
  1013. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>>,TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,187,108>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1014. TrConcat<TrInstant,White,TrFade<250>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,300>,TrFade<312>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<125>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<312>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<250>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,TrInstant,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<64971,17247,59477>>,Black,300>,TrFade<100>>,SaberBase::LOCKUP_NORMAL>>,
  1015.  
  1016. //OS6 Fett263 Responsive Lightning Block
  1017. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1018.  
  1019. //OS6 Deep Pink Noise Responsive Sparking Emitter
  1020. AlphaL<RotateColorsX<Variation,DeepPink>,SmoothStep<Scale<NoisySoundLevel,Int<1500>,Int<7500>>,Int<-4000>>>,
  1021.  
  1022. //OS6 Responsive Stab
  1023. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Red>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1024.  
  1025. //OS6 Random Fett263 Responsive Multi-Blast
  1026. //ColorSelect<RandomF,TrInstant,
  1027. //ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1028.  
  1029. //OS6 Fett263 Random Responsive Blast
  1030. //MultiTransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSparkX<Remap<CenterDistF<EffectPosition<>>,Stripes<2000,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Int<100>,Int<300>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrWaveX<Remap<CenterDistF<EffectPosition<>>,Stripes<1500,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Int<160>,Int<100>,Int<300>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrConcat<TrInstant,AlphaMixL<Bump<EffectPosition<>,Scale<WavLen<>,Int<9000>,Int<12000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<000>>,Scale<WavLen<>,Int<9000>,Int<13000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>>,EFFECT_BLAST>,
  1031.  
  1032. //OS6 Fett263 Real Clash
  1033. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1034.  
  1035. //OS6 Responsive Clash
  1036. //ResponsiveClashL<TransitionEffect<RgbArg<CLASH_COLOR_ARG,Rgb<255,225,0>>,NavajoWhite,TrInstant,TrFadeX<Percentage<WavLen<EFFECT_CLASH>,25>>,EFFECT_CLASH>,TrInstant,TrFadeX<WavLen<EFFECT_CLASH>>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  1037.  
  1038. //OS6 Erratic Unstable Pink Ignition Effect
  1039. TransitionEffectL<TrConcat<TrInstant,HumpFlicker<BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,225>,AudioFlicker<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Rgb<53,0,101>>>,35>,TrDelayX<Percentage<WavLen<>,49>>>,EFFECT_IGNITION>,
  1040.  
  1041. //OS6 Unstable Purple Ignition Effect
  1042. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<160,60,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<21,0,52>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<160,60,255>>,RotateColorsX<Variation,Rgb<21,0,52>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<42,0,105>>,RotateColorsX<Variation,Rgb<21,0,52>>>>,TrFadeX<Percentage<WavLen<>,49>>>,EFFECT_IGNITION>,
  1043.  
  1044. //OS6 Bright Retraction Effect
  1045. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<160,60,255>>,40>,TrFadeX<Percentage<WavLen<>,200>>>,EFFECT_RETRACTION>,
  1046.  
  1047. //OS6 Fett263 Intensity Drag
  1048. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1049.  
  1050. //OS6 Responsive Drag
  1051. //LockupTrL<AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeInX<WavLen<EFFECT_DRAG_BEGIN>>,TrFadeX<WavLen<EFFECT_DRAG_END>>,SaberBase::LOCKUP_DRAG>,
  1052.  
  1053. //OS6 Fett263 Responsive Intensity Melt
  1054. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1055.  
  1056. //Fett263 Power Save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1057. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1058.  
  1059. //OS6 Reversed Ignition/Retraction
  1060. InOutTrL<TrWipeInX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrWipeX<WavLen<EFFECT_RETRACTION>>>,
  1061.  
  1062. //OS5 Reversed Ignition/Retraction
  1063. //InOutTrL<TrWipeIn<135>,TrWipe<250>>,
  1064.  
  1065. //OS6 Noise Responsive Sparky Hilt Retraction
  1066. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<125,0,205>>,150>,SmoothStep<Scale<NoisySoundLevel,Int<-1500>,Int<20000>>,Int<-4000>>>,TrFadeX<WavLen<EFFECT_POSTOFF>>>,EFFECT_RETRACTION>,
  1067.  
  1068. //OS6 Spark-In Retraction
  1069. TransitionEffectL<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb<125,0,205>>,Bump<Scale<Trigger<EFFECT_POSTOFF,Int<0>,Int<0>,Percentage<WavLen<EFFECT_POSTOFF>,4>>,Int<0>,Int<32768>>,Int<15000>>>,TrFadeX<Percentage<WavLen<EFFECT_POSTOFF>,15>>>,EFFECT_RETRACTION>,
  1070.  
  1071. //Fett263 On-Demand Battery Level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1072. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1073.  
  1074. //Optional/alternate Fett263 Passive Battery Monitor (fett263 prop file not required), on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1075. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1076. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1077.  
  1078. //OS6 Noise Responsive Charge-Up Preon
  1079. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Percentage<WavLen<>,110>,Percentage<WavLen<>,50>,Percentage<WavLen<>,50>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<125,0,205>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb16<14386,0,14386>>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb<125,0,205>>,RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,DeepPink>>,RotateColorsX<Variation,Rgb<60,0,100>>,0,2,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<20000>>,Int<-4000>>>,TrDelayX<Percentage<WavLen<>,110>>>,EFFECT_PREON>,
  1080.  
  1081. //OS6 Spark-Out Preon
  1082. TransitionEffectL<TrConcat<TrInstant,AlphaL<RotateColorsX<Variation,Rgb<125,0,205>>,Bump<Scale<Trigger<EFFECT_PREON,WavLen<>,Percentage<WavLen<>,50>,Percentage<WavLen<>,50>>,Int<0>,Int<33768>>,Int<8000>>>,TrDelayX<WavLen<>>>,EFFECT_PREON>
  1083. >>()},
  1084.  
  1085. { "22_BINARY DARK_PROFFIE", "tracks/mercury.wav",
  1086. StylePtr<Layers<
  1087.  
  1088. //Force effect toggles between Red and Deep Sky Blue. You can still use the color wheel to try out other colors paired together or edit the colors below yourself.
  1089. EffectSequence<EFFECT_FORCE,
  1090.  
  1091. //Deep Sky Blue
  1092. Layers<
  1093.  
  1094. //Fett263 Humpflicker
  1095. HumpFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,50,120>>,50>,
  1096.  
  1097. //Fett263 unstable swing
  1098. AlphaL<AudioFlickerL<Stripes<1000,-1500,RandomPerLEDFlicker<RotateColorsX<Variation,Cyan>,Black>,Black,RotateColorsX<Variation,DeepSkyBlue>,Black>>,SwingSpeed<350>>,
  1099.  
  1100. //Ripple swing effect using Fett263's scaled responsive swing
  1101. AlphaL<AlphaL<Stripes<2000,-2250,RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<0,50,40>>,Pulsing<RotateColorsX<Variation,Rgb<0,35,20>>,Black,800>>,HoldPeakF<Scale<IsLessThan<SwingSpeed<850>,Int<13600>>,Scale<SwingSpeed<850>,Int<-19300>,Int<32768>>,Int<0>>,Int<550>,Scale<SwingAcceleration<100>,Int<20000>,Int<10000>>>>,SmoothStep<Scale<Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>,Int<15000>,Int<5000>>,Int<16000>>>,
  1102.  
  1103. //Fett263 unstable ignition with slow fade from red to deep sky blue
  1104. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-1550,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<3000>,HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,TrDelay<5000>,HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,TrFade<5000>>,EFFECT_IGNITION>>,
  1105.  
  1106. //Red
  1107. Layers<
  1108.  
  1109. //Fett263 Humpflicker
  1110. HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,
  1111.  
  1112. //Fett263 unstable swing
  1113. AlphaL<AudioFlickerL<Stripes<1000,-1500,RandomPerLEDFlicker<RotateColorsX<Variation,DarkOrange>,Black>,Black,RotateColorsX<Variation,Red>,Black>>,SwingSpeed<350>>,
  1114.  
  1115. //Ripple swing effect using Fett263's scaled responsive swing
  1116. AlphaL<AlphaL<Stripes<2000,-2250,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<60,30,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,15,0>>,Black,800>>,HoldPeakF<Scale<IsLessThan<SwingSpeed<850>,Int<13600>>,Scale<SwingSpeed<850>,Int<-19300>,Int<32768>>,Int<0>>,Int<550>,Scale<SwingAcceleration<100>,Int<20000>,Int<10000>>>>,SmoothStep<Scale<Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>,Int<15000>,Int<5000>>,Int<16000>>>,
  1117.  
  1118. //Fett263 unstable ignition with slow fade from deep sky blue to red
  1119. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-1550,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<3000>,HumpFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,50,120>>,50>,TrDelay<5000>,HumpFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,50,120>>,50>,TrFade<5000>>,EFFECT_IGNITION>>>,
  1120.  
  1121. //Fett263 unstable force effect with sizzle emitter ending - Toggles the base saber colors between red and blue.
  1122. TransitionEffectL<TrConcat<TrInstant,White,TrFade<150>,StyleFire<Stripes<2500,-5000,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,20>,RotateColorsX<Variation,Rgb<10,0,10>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<255,25,255>>,70>,RotateColorsX<Variation,Rgb<128,0,128>>>,RotateColorsX<Variation,Rgb<80,0,80>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,TrDelay<1000>,StyleFire<Stripes<2500,-5000,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,20>,RotateColorsX<Variation,Rgb<10,0,10>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<255,25,255>>,70>,RotateColorsX<Variation,Rgb<128,0,128>>>,RotateColorsX<Variation,Rgb<80,0,80>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,TrFade<1000>,AlphaL<StyleFire<Stripes<2500,-5000,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,20>,RotateColorsX<Variation,Rgb<10,0,10>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<255,25,255>>,70>,RotateColorsX<Variation,Rgb<128,0,128>>>,RotateColorsX<Variation,Rgb<80,0,80>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,Bump<Int<3500>,Int<23384>>>,TrFade<600>>,EFFECT_FORCE>,
  1123.  
  1124. //Fett263 Responsive Intensity Lockup effect with absorb endlock
  1125. LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,White>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>>,TrFade<350>>,SaberBase::LOCKUP_NORMAL>,
  1126.  
  1127. //Fett263 Responsive Intensity Lockup effect
  1128. //LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,White>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>>,SaberBase::LOCKUP_NORMAL>,
  1129.  
  1130. //Fett263 Responsive Lightning Block
  1131. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1132.  
  1133. //Responsive Stab
  1134. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1135.  
  1136. //Blast selection based on absorb effect
  1137. ColorSelect<WavNum<EFFECT_BLAST>,TrInstant,
  1138.  
  1139. //Fett263 Responsive Blast Wave
  1140. TransitionEffectL<TrConcat<TrInstant,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,TrDelay<500>>,EFFECT_BLAST>,
  1141.  
  1142. //Fett263 Responsive Blast Wave with absorb effect
  1143. TransitionEffectL<TrConcat<TrInstant,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,TrFade<500>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrFade<350>>,EFFECT_BLAST>>,
  1144.  
  1145. //Fett263 Responsive Blast Wave
  1146. //ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,
  1147.  
  1148. //OS6 Random Fett263 Responsive Multi-Blast
  1149. //ColorSelect<RandomF,TrInstant,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1150.  
  1151. //OS6 Fett263 Random Responsive Blast
  1152. //MultiTransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSparkX<Remap<CenterDistF<EffectPosition<>>,Stripes<2000,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Int<100>,Int<300>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrWaveX<Remap<CenterDistF<EffectPosition<>>,Stripes<1500,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Int<160>,Int<100>,Int<300>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrConcat<TrInstant,AlphaMixL<Bump<EffectPosition<>,Scale<WavLen<>,Int<9000>,Int<12000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<000>>,Scale<WavLen<>,Int<9000>,Int<13000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>>,EFFECT_BLAST>,
  1153.  
  1154. //OS5 Fett263 Multi-Blast, blaster reflect cycles through different responsive effects (I like the look of this one the best even with the new OS6 stuff)
  1155. //EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1156.  
  1157. //Fett263 Real Clash with absorb effect
  1158. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,NavajoWhite>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<300>,Int<200>,Int<940>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>,TrFade<350>>,EFFECT_CLASH>,TransitionEffectL<TrConcat<TrWaveX<RgbArg<CLASH_COLOR_ARG,NavajoWhite>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>,TrFade<350>>,EFFECT_CLASH>>,
  1159.  
  1160. //Fett263 Real Clash
  1161. //Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1162.  
  1163. //Fett263 Intensity Drag
  1164. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1165.  
  1166. //Alternate Responsive Drag
  1167. //LockupTrL<AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeInX<WavLen<EFFECT_DRAG_BEGIN>>,TrFadeX<WavLen<EFFECT_DRAG_END>>,SaberBase::LOCKUP_DRAG>,
  1168.  
  1169. //Fett263 Responsive Intensity Melt
  1170. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1171.  
  1172. //Fett263 Power Save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1173. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1174.  
  1175. //Spark tip ignition and cycle down retraction
  1176. InOutTrL<TrWipeSparkTip<White,1500>,TrColorCycleX<Int<500>,500>>,
  1177.  
  1178. //Force effect toggles between red and deep sky blue
  1179. EffectSequence<EFFECT_FORCE,
  1180.  
  1181. //Deep sky blue glowing emitter retraction with fizzle out post off
  1182. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,DeepSkyBlue>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<1500>>,Int<2000>,Int<4500>>,Int<-4000>>>,TrDelayX<WavLen<EFFECT_RETRACTION>>,Black,TrDelay<897>,AlphaL<RandomPerLEDFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black>,Bump<Int<10500>,Int<11500>>>,TrDelay<150>>,EFFECT_RETRACTION>,
  1183.  
  1184. //Red glowing emitter retraction with fizzle out post off
  1185. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Red>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<1500>>,Int<2000>,Int<4500>>,Int<-4000>>>,TrDelayX<WavLen<EFFECT_RETRACTION>>,Black,TrDelay<897>,AlphaL<RandomPerLEDFlicker<RotateColorsX<Variation,Red>,Black>,Bump<Int<10500>,Int<11500>>>,TrDelay<150>>,EFFECT_RETRACTION>>,
  1186.  
  1187. //Force effect toggles between red and deep sky blue
  1188. EffectSequence<EFFECT_FORCE,
  1189.  
  1190. //Unstable deep sky blue noise responsive post off
  1191. TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,DeepSkyBlue>,125>,SmoothStep<Scale<NoisySoundLevel,Int<2500>,Int<15000>>,Int<-4000>>>,TrFadeX<WavLen<EFFECT_POSTOFF>>>,EFFECT_RETRACTION>,
  1192.  
  1193. //Unstable red noise responsive post off
  1194. TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Red>,125>,SmoothStep<Scale<NoisySoundLevel,Int<2500>,Int<15000>>,Int<-4000>>>,TrFadeX<WavLen<EFFECT_POSTOFF>>>,EFFECT_RETRACTION>>,
  1195.  
  1196. //Fett263 On-Demand Battery Level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1197. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1198.  
  1199. //Optional/alternate Fett263 Passive Battery Monitor (fett263 prop file not required), on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1200. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1201. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1202.  
  1203. //Force effect toggles between red and deep sky blue
  1204. EffectSequence<EFFECT_FORCE,
  1205.  
  1206. //Red false start preon
  1207. TransitionEffectL<TrConcat<TrDelay<500>,Black,TrWaveX<RotateColorsX<Variation,Red>,Int<750>,Int<175>,Int<1575>,Int<-3000>>,Black,TrInstant,AlphaL<RandomPerLEDFlicker<RotateColorsX<Variation,Red>,Black>,Bump<Int<12000>,Int<11500>>>,TrDelay<150>>,EFFECT_PREON>,
  1208.  
  1209. //Deep sky blue false start preon
  1210. TransitionEffectL<TrConcat<TrDelay<500>,Black,TrWaveX<RotateColorsX<Variation,DeepSkyBlue>,Int<750>,Int<175>,Int<1575>,Int<-3000>>,Black,TrInstant,AlphaL<RandomPerLEDFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black>,Bump<Int<12000>,Int<11500>>>,TrDelay<150>>,EFFECT_PREON>>,
  1211.  
  1212. //Noise responsive sparking emitter preon
  1213. TransitionEffectL<TrConcat<TrInstant,AlphaL<White,SmoothStep<Scale<NoisySoundLevel,Int<150>,Int<10000>>,Int<-4000>>>,TrDelayX<WavLen<>>>,EFFECT_PREON>
  1214. >>()},
  1215.  
  1216. { "23_BINARY LIGHT_PROFFIE", "tracks/mercury.wav",
  1217. StylePtr<Layers<
  1218.  
  1219. //Fett263 Humpflicker
  1220. HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,
  1221.  
  1222. //Fett263 unstable swing
  1223. AlphaL<AudioFlickerL<Stripes<1000,-1500,RandomPerLEDFlicker<RotateColorsX<Variation,DarkOrange>,Black>,Black,RotateColorsX<Variation,Red>,Black>>,SwingSpeed<350>>,
  1224.  
  1225. //Ripple swing effect using Fett263's scaled responsive swing
  1226. AlphaL<AlphaL<Stripes<2000,-2250,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<60,30,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,15,0>>,Black,800>>,HoldPeakF<Scale<IsLessThan<SwingSpeed<850>,Int<13600>>,Scale<SwingSpeed<850>,Int<-19300>,Int<32768>>,Int<0>>,Int<550>,Scale<SwingAcceleration<100>,Int<20000>,Int<10000>>>>,SmoothStep<Scale<Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>,Int<15000>,Int<5000>>,Int<16000>>>,
  1227.  
  1228. //Fett263 unstable ignition
  1229. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-1550,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<3000>>,EFFECT_IGNITION>,
  1230.  
  1231. //Fett263 unstable force effect with sizzle emitter ending
  1232. TransitionEffectL<TrConcat<TrInstant,White,TrFade<150>,StyleFire<Stripes<2500,-5000,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,20>,RotateColorsX<Variation,Rgb<10,0,10>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<255,25,255>>,70>,RotateColorsX<Variation,Rgb<128,0,128>>>,RotateColorsX<Variation,Rgb<80,0,80>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,TrDelay<1000>,StyleFire<Stripes<2500,-5000,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,20>,RotateColorsX<Variation,Rgb<10,0,10>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<255,25,255>>,70>,RotateColorsX<Variation,Rgb<128,0,128>>>,RotateColorsX<Variation,Rgb<80,0,80>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,TrFade<1000>,AlphaL<StyleFire<Stripes<2500,-5000,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,20>,RotateColorsX<Variation,Rgb<10,0,10>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<255,25,255>>,70>,RotateColorsX<Variation,Rgb<128,0,128>>>,RotateColorsX<Variation,Rgb<80,0,80>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,Bump<Int<3500>,Int<23384>>>,TrFade<600>>,EFFECT_FORCE>,
  1233.  
  1234. //Fett263 Responsive Intensity Lockup effect with absorb endlock
  1235. LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,White>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>>,TrFade<350>>,SaberBase::LOCKUP_NORMAL>,
  1236.  
  1237. //Fett263 Responsive Intensity Lockup effect
  1238. //LockupTrL<TransitionEffect<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrJoin<TrDelay<8000>,TrInstant>,TrFade<3000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,NavajoWhite>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,White>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>>,SaberBase::LOCKUP_NORMAL>,
  1239.  
  1240. //Fett263 Responsive Lightning Block
  1241. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1242.  
  1243. //Responsive Stab
  1244. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1245.  
  1246. //Blast selection based on absorb effect
  1247. ColorSelect<WavNum<EFFECT_BLAST>,TrInstant,
  1248.  
  1249. //Fett263 Responsive Blast Wave
  1250. TransitionEffectL<TrConcat<TrInstant,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,TrDelay<500>>,EFFECT_BLAST>,
  1251.  
  1252. //Fett263 Responsive Blast Wave with absorb effect
  1253. TransitionEffectL<TrConcat<TrInstant,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,TrFade<500>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrFade<350>>,EFFECT_BLAST>>,
  1254.  
  1255. //Fett263 Responsive Blast Wave
  1256. //ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,
  1257.  
  1258. //OS6 Random Fett263 Responsive Multi-Blast
  1259. //ColorSelect<RandomF,TrInstant,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1260.  
  1261. //OS6 Fett263 Random Responsive Blast
  1262. //MultiTransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSparkX<Remap<CenterDistF<EffectPosition<>>,Stripes<2000,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Int<100>,Int<300>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<16384>,Int<6000>>>,TrFade<50>,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrWaveX<Remap<CenterDistF<EffectPosition<>>,Stripes<1500,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Int<160>,Int<100>,Int<300>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,TrConcat<TrInstant,AlphaMixL<Bump<EffectPosition<>,Scale<WavLen<>,Int<9000>,Int<12000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>,TrConcat<TrInstant,AlphaMixL<Bump<Scale<BladeAngle<>,Int<28000>,Int<000>>,Scale<WavLen<>,Int<9000>,Int<13000>>>,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<300>>>,EFFECT_BLAST>,
  1263.  
  1264. //OS5 Fett263 Multi-Blast, blaster reflect cycles through different responsive effects (I like the look of this one the best even with the new OS6 stuff)
  1265. //EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1266.  
  1267. //Fett263 Real Clash with absorb effect
  1268. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,NavajoWhite>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<300>,Int<200>,Int<940>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>,TrFade<350>>,EFFECT_CLASH>,TransitionEffectL<TrConcat<TrWaveX<RgbArg<CLASH_COLOR_ARG,NavajoWhite>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>,TrFade<350>>,EFFECT_CLASH>>,
  1269.  
  1270. //Fett263 Real Clash
  1271. //Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1272.  
  1273. //Fett263 Intensity Drag
  1274. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1275.  
  1276. //Alternate Responsive Drag
  1277. //LockupTrL<AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeInX<WavLen<EFFECT_DRAG_BEGIN>>,TrFadeX<WavLen<EFFECT_DRAG_END>>,SaberBase::LOCKUP_DRAG>,
  1278.  
  1279. //Fett263 Responsive Intensity Melt
  1280. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1281.  
  1282. //Fett263 Power Save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1283. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1284.  
  1285. //Spark tip ignition and cycle down retraction
  1286. InOutTrL<TrWipeSparkTip<White,1500>,TrColorCycleX<Int<500>,500>>,
  1287.  
  1288. //Glowing emitter retraction with fizzle out post off
  1289. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Red>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<1500>>,Int<2000>,Int<4500>>,Int<-4000>>>,TrDelayX<WavLen<EFFECT_RETRACTION>>,Black,TrDelay<897>,AlphaL<RandomPerLEDFlicker<RotateColorsX<Variation,Red>,Black>,Bump<Int<10500>,Int<11500>>>,TrDelay<150>>,EFFECT_RETRACTION>,
  1290.  
  1291. //Unstable noise responsive post off
  1292. TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Red>,125>,SmoothStep<Scale<NoisySoundLevel,Int<2500>,Int<15000>>,Int<-4000>>>,TrFadeX<WavLen<EFFECT_POSTOFF>>>,EFFECT_RETRACTION>,
  1293.  
  1294. //Fett263 On-Demand Battery Level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1295. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1296.  
  1297. //Optional/alternate Fett263 Passive Battery Monitor (fett263 prop file not required), on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1298. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1299. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1300.  
  1301. //False start preon
  1302. TransitionEffectL<TrConcat<TrDelay<500>,Black,TrWaveX<RotateColorsX<Variation,Red>,Int<750>,Int<175>,Int<1575>,Int<-3000>>,Black,TrInstant,AlphaL<RandomPerLEDFlicker<RotateColorsX<Variation,Red>,Black>,Bump<Int<12000>,Int<11500>>>,TrDelay<150>>,EFFECT_PREON>,
  1303.  
  1304. //Noise responsive sparking emitter preon
  1305. TransitionEffectL<TrConcat<TrInstant,AlphaL<White,SmoothStep<Scale<NoisySoundLevel,Int<150>,Int<10000>>,Int<-4000>>>,TrDelayX<WavLen<>>>,EFFECT_PREON>
  1306. >>()},
  1307.  
  1308. { "24_AWAKEN_PROFFIE", "tracks/mercury.wav",
  1309. StylePtr<Layers<
  1310. //Base Fett263 lava ▼lamp style, has a very subtle dim 25 times a minute
  1311. Mix<Sin<Int<25>>,StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<65535,10514,0>>,RotateColorsX<Variation,OrangeRed>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb16<19800,937,0>>,RotateColorsX<Variation,Rgb16<19800,298,0>>>>,RotateColorsX<Variation,Rgb<60,0,0>>,Pulsing<RotateColorsX<Variation,Rgb<50,0,0>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb16<65535,6467,0>>>,RotateColorsX<Variation,Rgb<96,0,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<50,0,0>>,3000>>,StripesX<Sin<Int<4>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<-50>,Int<-100>>,StripesX<Sin<Int<3>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<25>,Int<80>>,Pulsing<RotateColorsX<Variation,Rgb16<33514,4569,0>>,RotateColorsX<Variation,Rgb16<33514,2426,0>>,3000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,Rgb16<19800,937,0>>,RotateColorsX<Variation,Rgb16<19800,298,0>>>>,RotateColorsX<Variation,Rgb<60,0,0>>,Pulsing<RotateColorsX<Variation,Rgb<50,0,0>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<25>,Int<75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb16<35913,52,0>>>,RotateColorsX<Variation,Rgb<96,0,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<50,0,0>>,3000>>>,
  1312.  
  1313. //Underlying lava lamp layer
  1314. AlphaL<StripesX<Sin<Int<8>,Int<3000>,Int<6000>>,Scale<TwistAngle<>,Int<60>,Int<140>>,StripesX<Sin<Int<6>,Int<1000>,Int<3000>>,Scale<TwistAngle<>,Int<-25>,Int<-80>>,Pulsing<Mix<Sin<Int<4>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,OrangeRed>>,RotateColorsX<Variation,Rgb<20,0,0>>,4000>,Mix<Sin<Int<2>>,RotateColorsX<Variation,DarkOrange>,Black>>,RotateColorsX<Variation,Rgb<60,0,0>>,Pulsing<RotateColorsX<Variation,Rgb<50,0,0>>,StripesX<Sin<Int<2>,Int<2000>,Int<4000>>,Sin<Int<2>,Int<-25>,Int<-75>>,Mix<Sin<Int<4>>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb16<65535,6467,0>>>,RotateColorsX<Variation,Rgb<96,0,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<128,0,0>>,Black,3000>>,Int<10000>>,
  1315.  
  1316. //Dark orange hard swing effect
  1317. AlphaL<RotateColorsX<Variation,DarkOrange>,Scale<IsLessThan<SwingSpeed<625>,Int<13600>>,Scale<SwingSpeed<625>,Int<-19300>,Int<32768>>,Int<0>>>,
  1318.  
  1319. //Fett263 Responsive Intensity Lockup
  1320. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  1321. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1322. TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,White>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>>,SaberBase::LOCKUP_NORMAL>,
  1323.  
  1324. //Fett263 Responsive Lightning Block
  1325. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1326.  
  1327. //Sparking emitter flare
  1328. AlphaL<RotateColorsX<Variation,Rgb16<65535,10514,0>>,SmoothStep<Scale<SlowNoise<Int<2750>>,Int<1750>,Int<3750>>,Int<-4000>>>,
  1329.  
  1330. //Responsive Stab
  1331. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1332.  
  1333. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  1334. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1335.  
  1336. //Fett263 Real Clash
  1337. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1338.  
  1339. //Unstable orange ignition effect
  1340. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Orange>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,6467,0>>,RotateColorsX<Variation,Rgb<60,0,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<128,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>>,TrFadeX<Percentage<WavLen<>,33>>>,EFFECT_IGNITION>,
  1341.  
  1342. //Sparkle beep ignition effect
  1343. TransitionEffectL<TrConcat<TrInstant,AlphaL<White,SparkleF<200>>,TrFadeX<Percentage<WavLen<>,40>>>,EFFECT_IGNITION>,
  1344.  
  1345. //Orange humpflicker retraction effect
  1346. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,DarkOrange>,40>,TrFadeX<Percentage<WavLen<>,87>>>,EFFECT_RETRACTION>,
  1347.  
  1348. //Fett263 Intensity Drag
  1349. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1350.  
  1351. //Fett263 Responsive Intensity Melt
  1352. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1353.  
  1354. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1355. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1356.  
  1357. //White spark tip ignition and retraction
  1358. InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,5>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,15>,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,5>,Int<0>>>,TrJoin<TrWipeInX<Percentage<WavLen<EFFECT_RETRACTION>,87>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,87>,Int<400>,Percentage<WavLen<EFFECT_RETRACTION>,87>,Int<32768>>>>,
  1359.  
  1360. //Clicky retraction "post off" effect
  1361. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<>,75>>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,60>,Bump<Int<0>,Int<6000>>>,TrDelayX<Percentage<WavLen<>,25>>>,EFFECT_RETRACTION>,
  1362.  
  1363. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1364. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1365. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1366.  
  1367. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1368. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1369.  
  1370. //Sparkle beep charge-up preon
  1371. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Percentage<WavLen<>,34>,Percentage<WavLen<>,33>,Percentage<WavLen<>,33>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Red>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb16<65535,10514,0>>,RotateColorsX<Variation,Rgb16<26168,0,0>>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Red>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Red>>>,RotateColorsX<Variation,Rgb16<65535,10514,0>>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-350>,Int<25250>>,Int<-4000>>>,TrDelayX<WavLen<>>>,EFFECT_PREON>,
  1372. ColorSelect<WavNum<EFFECT_PREON>,TrInstant,
  1373. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<>,33>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,DarkOrange>,Int<200>,Int<250>,Int<425>,Int<0>>>,TrDelayX<Percentage<WavLen<>,27>>>,EFFECT_PREON>,
  1374. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<>,33>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,DarkOrange>,Int<175>,Int<350>,Int<375>,Int<0>>>,TrDelayX<Percentage<WavLen<>,43>>>,EFFECT_PREON>,
  1375. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<>,33>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,DarkOrange>,Int<150>,Int<350>,Int<315>,Int<0>>>,TrDelayX<Percentage<WavLen<>,67>>>,EFFECT_PREON>,
  1376. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<>,33>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,DarkOrange>,Int<125>,Int<350>,Int<300>,Int<0>>>,TrDelayX<Percentage<WavLen<>,67>>>,EFFECT_PREON>>,
  1377. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<>,76>>,AlphaL<White,SparkleF<200>>,TrFadeX<Percentage<WavLen<>,30>>>,EFFECT_PREON>
  1378. >>()},
  1379.  
  1380. { "25_BEHEMOTH_PROFFIE", "tracks/mercury.wav",
  1381. StylePtr<Layers<
  1382. Stripes<16000,-1200,RotateColorsX<Variation,Rgb<100,100,150>>,Pulsing<Rgb16<45025,45025,45025>,RotateColorsX<Variation,Rgb<50,50,75>>,300>,RotateColorsX<Variation,Rgb<100,100,150>>>,
  1383. //White pulse
  1384. AlphaL<Mix<Sin<Int<10>>,RotateColorsX<Variation,Rgb16<20393,20393,65535>>,RotateColorsX<Variation,Rgb16<20393,65535,20393>>>,SwingSpeed<325>>,
  1385. //Swing effect, cycles between bright green and blue
  1386. AlphaL<AlphaL<Stripes<2500,-2750,Pulsing<White,Rgb<128,128,128>,200>,Rgb<60,60,60>,Pulsing<Rgb<30,30,30>,Black,800>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,SmoothStep<Int<13000>,Int<16000>>>,
  1387. //Enhanced swing effect, harder swings cause bright white to ripple up the top half of the blade
  1388. LockupTrL<Layers<
  1389. AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  1390. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<2200>>,SaberBase::LOCKUP_NORMAL>,
  1391. //Responsive lockup with endlock fadeout
  1392. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  1393. //Responsive lightning block
  1394. AlphaL<White,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1000>,Int<3750>>,Int<-4000>>>,
  1395. //Sparking emitter flare
  1396. ResponsiveStabL<RotateColorsX<Variation,Blue>,TrWipeInX<Int<600>>>,
  1397. //Responsive stab
  1398. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<DeepSkyBlue,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<DeepSkyBlue,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<DeepSkyBlue,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<DeepSkyBlue,200,200>,ResponsiveBlastFadeL<DeepSkyBlue,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<DeepSkyBlue,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1399. //Multi-blast Phaser reflect, blaster reflect cycles through different responsive effects
  1400. //EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1401. //Alternate white multi-blast, blaster reflect cycles through different responsive effects
  1402. ResponsiveClashL<TransitionEffect<RotateColorsX<Variation,Rgb16<51232,65535,6957>>,White,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  1403. //Responsive clash
  1404. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb16<38402,38402,65535>>,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<38402,65535,38402>>,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1000>>,EFFECT_IGNITION>,
  1405. //Bright blue/green unstable ignition
  1406. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFade<1000>>,EFFECT_RETRACTION>,
  1407. //White HumpFlicker retraction
  1408. LockupTrL<AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Blue>,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1409. //Drag
  1410. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  1411. //Responsive melt
  1412. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1413. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1414. InOutTrL<TrWipe<150>,TrWipeIn<1073>>,
  1415. //Ignition and retraction
  1416. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1417. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1418. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1419. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  1420. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1421. >>()},
  1422.  
  1423. { "26_PARADISE_PROFFIE", "tracks/mercury.wav",
  1424. StylePtr<Layers<
  1425. StripesX<Sin<Int<12>,Int<13000>,Int<19000>>,Scale<SwingSpeed<100>,Int<75>,Int<125>>,StripesX<Sin<Int<10>,Int<3000>,Int<7000>>,Scale<SwingSpeed<100>,Int<75>,Int<100>>,Pulsing<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<50,115,65>>,1200>,Mix<SwingSpeed<200>,RotateColorsX<Variation,Rgb<0,120,0>>,Black>>,RotateColorsX<Variation,Rgb<0,60,0>>,Pulsing<RotateColorsX<Variation,Rgb<0,50,0>>,StripesX<Sin<Int<10>,Int<2000>,Int<3000>>,Sin<Int<10>,Int<75>,Int<100>>,RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,96,0>>>,2000>,Pulsing<RotateColorsX<Variation,Rgb<0,128,0>>,RotateColorsX<Variation,Rgb<0,5,0>>,3000>>,
  1426. AlphaL<StyleFire<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Rgb<0,2,0>>,0,1,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<10,2000,2>,FireConfig<0,0,25>>,Int<10000>>,
  1427. //Green smoke blade
  1428. AlphaL<AudioFlickerL<RotateColorsX<Variation,Green>>,SwingSpeed<400>>,
  1429. //Green audioflicker swing
  1430. LockupTrL<Layers<
  1431. AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  1432. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrJoinR<TrWipe<100>,TrWipeIn<100>>,White,TrFade<2050>>,SaberBase::LOCKUP_NORMAL>,
  1433. //Responsive lockup with endlock fadeout
  1434. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  1435. //Responsive lightning block
  1436. ResponsiveStabL<Red>,
  1437. //Responsive stab
  1438. ResponsiveBlastL<SparkleL<White,750,750>,Int<1100>,Int<500>,Int<10000>>,
  1439. //Sparky blast
  1440. ResponsiveBlastWaveL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  1441. //Responsive Blast Wave
  1442. //EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1443. //Alternate Multi-blast, blaster reflect cycles through different responsive effects
  1444. ResponsiveClashL<SparkleL<White,500,750>,TrInstant,TrFade<1100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  1445. //Sparky responsive clash
  1446. ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  1447. //Responsive clash
  1448. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2500>>,EFFECT_IGNITION>,
  1449. //Unstable ignition effect
  1450. TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RotateColorsX<Variation,Rgb<150,255,150>>>,TrFade<1239>>,EFFECT_RETRACTION>,
  1451. //Stable cooldown retraction
  1452. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1453. //Drag
  1454. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  1455. //Responsive melt
  1456. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1457. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1458. InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<1100>,TrWipeIn<1100>>>,
  1459. //"Cable release" retraction, disconnects in the middle
  1460. //InOutTrL<TrWipeInSparkTip<White,300>,TrJoinR<TrWipe<675>,TrWipeIn<1100>>>,
  1461. //Alternate "cable release" retraction, top half wipes out much more quickly like the cable snaps away
  1462. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<White,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<1239>>,EFFECT_RETRACTION>,
  1463. //Bright emitter retraction click
  1464. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1465. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1466. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1467. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1468. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1469. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<1000>,Int<1000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Green>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Chartreuse>,Rgb16<0,21301,635>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Green>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Green>>>,RotateColorsX<Variation,Chartreuse>,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-150>,Int<13500>>,Int<-4000>>>,TrDelay<3300>>,EFFECT_PREON>,
  1470. TransitionEffectL<TrConcat<TrDelay<3471>,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Chartreuse>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<3750>>,Int<1500>,Int<4200>>,Int<-4000>>>,TrDelay<1250>,AlphaL<PulsingX<RotateColorsX<Variation,Green>,RotateColorsX<Variation,Chartreuse>,Int<50>>,Bump<Int<0>,Int<7750>>>,TrBoing<400,4>,AlphaL<Pulsing<RotateColorsX<Variation,Chartreuse>,RotateColorsX<Variation,Green>,500>,Bump<Int<0>,Int<9750>>>,TrBoing<400,4>>,EFFECT_PREON>
  1471. //Wind-up preon
  1472. >>()},
  1473.  
  1474. { "27_STEEL AND FIRE_PROFFIE", "tracks/mercury.wav",
  1475. StylePtr<Layers<
  1476.  
  1477. //Base Fett263 Magenta Audioflicker
  1478. AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,
  1479.  
  1480. //Deep Pink HumpFlicker Swing Effect
  1481. AlphaL<HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,SwingSpeed<375>>,
  1482.  
  1483. //Fett263 Responsive Intensity Lockup with Fizzle Endlock
  1484. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  1485. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1486. TrConcat<TrInstant,White,TrFade<600>,BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>,TrFade<500>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,Black,300>>,TrFade<850>>,SaberBase::LOCKUP_NORMAL>,
  1487.  
  1488. //Fett263 Responsive Lightning Block
  1489. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1490.  
  1491. //Responsive Stab
  1492. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1493.  
  1494. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  1495. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1496.  
  1497. //Fett263 Real Clash
  1498. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1499.  
  1500. //Unstable HumpFlicker Ignition Effect
  1501. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Magenta>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<95,0,95>>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<1250>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Magenta>,50>,TrFade<1250>,AudioFlicker<RotateColorsX<Variation,Magenta>,RotateColorsX<Variation,Rgb<95,0,95>>>,TrFade<700>,AudioFlicker<RotateColorsX<Variation,Rgb<105,0,210>>,RotateColorsX<Variation,Rgb<58,0,105>>>,TrFade<300>,HumpFlicker<RotateColorsX<Variation,DeepPink>,RotateColorsX<Variation,Rgb<105,0,210>>,50>,TrFade<750>>,EFFECT_IGNITION>,
  1502.  
  1503. //Fett263 Bright HumpFlicker retraction Effect
  1504. TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Rgb<195,60,225>>,40>,TrFadeX<WavLen<EFFECT_RETRACTION>>>,EFFECT_RETRACTION>,
  1505.  
  1506. //Fett263 Intensity Drag
  1507. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1508.  
  1509. //Fett263 Responsive Intensity Melt
  1510. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1511.  
  1512. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1513. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1514.  
  1515. //White spark tip ignition and retraction
  1516. InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrWaveX<White,Percentage<WavLen<EFFECT_IGNITION>,15>,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,4>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
  1517.  
  1518. //Clicky retraction "post off" effect
  1519. TransitionEffectL<TrConcat<TrDelayX<WavLen<EFFECT_RETRACTION>>,AlphaL<Pulsing<Rgb<120,120,165>,Rgb<50,50,80>,40>,Bump<Int<0>,Int<9000>>>,TrDelayX<Percentage<WavLen<EFFECT_POSTOFF>,50>>>,EFFECT_RETRACTION>,
  1520.  
  1521. //Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1522. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1523. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1524.  
  1525. //Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1526. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  1527. >>()},
  1528.  
  1529. { "28_PROTOSTAR_PROFFIE", "tracks/mercury.wav",
  1530. StylePtr<Layers<
  1531.  
  1532. //Base Fett263 Dark Orange Audioflicker
  1533. AudioFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<128,34,0>>>,
  1534.  
  1535. //Unstable Orange-Red Audioflicker Swing Effect
  1536. AlphaL<AudioFlicker<BrownNoiseFlicker<RotateColorsX<Variation,OrangeRed>,Black,300>,RotateColorsX<Variation,Orange>>,SwingSpeed<285>>,
  1537.  
  1538. //Fett263 Bright Ripple Hard Swing
  1539. AlphaL<Stripes<2000,-3250,RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb<60,36,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,17,0>>,Black,800>>,Scale<IsLessThan<SwingSpeed<675>,Int<13600>>,Scale<SwingSpeed<675>,Int<-19300>,Int<32768>>,Int<0>>>,
  1540.  
  1541. //Fett263 Bright Sparking Emitter Flare
  1542. AlphaL<RotateColorsX<Variation,Rgb16<65535,52226,0>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1500>,Int<4500>>,Int<-6000>>>,
  1543.  
  1544. //Fett263 Responsive Intensity Lockup
  1545. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  1546. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1547. TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,White>,TrFade<1950>>,SaberBase::LOCKUP_NORMAL>,
  1548.  
  1549. //Fett263 Responsive Lightning Block
  1550. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1551.  
  1552. //Responsive Stab
  1553. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1554.  
  1555. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  1556. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1557.  
  1558. //Fett263 Real Clash
  1559. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1560.  
  1561. //Fett263 White Unstable Ignition Effect
  1562. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-2500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2400>>,EFFECT_IGNITION>,
  1563.  
  1564. //Bright Retraction Effect
  1565. TransitionEffectL<TrConcat<TrFadeX<WavLen<EFFECT_RETRACTION>>,AudioFlickerL<RotateColorsX<Variation,Rgb16<65535,52226,0>>>,TrInstant>,EFFECT_RETRACTION>,
  1566.  
  1567. //Fett263 Intensity Drag
  1568. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1569.  
  1570. //Fett263 Responsive Intensity Melt
  1571. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1572.  
  1573. //Fett263 Power Save, if using his prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1574. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1575.  
  1576. //Fett263 Dual Mode White Spark Tip Ignition and Retraction - Hold above horizontal for fast ignition or below horizontal for slow ignition.
  1577. InOutTrL<TrJoin<TrWipeX<Scale<IsLessThan<BladeAngle<>,Int<16000>>,Percentage<WavLen<EFFECT_IGNITION>,5>,Percentage<WavLen<EFFECT_IGNITION>,50>>>,TrWaveX<White,Scale<IsLessThan<BladeAngle<>,Int<16000>>,Percentage<WavLen<EFFECT_IGNITION>,15>,Percentage<WavLen<EFFECT_IGNITION>,75>>,Int<400>,Scale<IsLessThan<BladeAngle<>,Int<16000>>,Percentage<WavLen<EFFECT_IGNITION>,5>,Percentage<WavLen<EFFECT_IGNITION>,50>>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrWaveX<White,Percentage<WavLen<EFFECT_RETRACTION>,200>,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
  1578.  
  1579. //Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1580. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1581. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1582.  
  1583. //Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1584. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1585.  
  1586. //Audio responsive charge-up preon effect
  1587. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Percentage<WavLen<EFFECT_PREON>,33>,Percentage<WavLen<EFFECT_PREON>,34>,Percentage<WavLen<EFFECT_PREON>,33>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,11439,0>>,RotateColorsX<Variation,Orange>,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb16<65535,52226,0>>>,RotateColorsX<Variation,Rgb<60,30,0>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>,RandomPerLEDFlicker<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,Rgb16<14386,7000,0>>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Orange>,100>>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<25000>>,Int<-4000>>>,TrDelayX<WavLen<EFFECT_PREON>>>,EFFECT_PREON>,
  1588.  
  1589. //Ripple-Out Preon Effect
  1590. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<EFFECT_PREON>,65>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb16<65535,52226,0>>,Int<115>,Int<375>,Int<250>,Int<0>>>,TrDelayX<Percentage<WavLen<EFFECT_PREON>,35>>>,EFFECT_PREON>
  1591. >>()},
  1592.  
  1593. { "29_ANOMOLY_PROFFIE", "tracks/mercury.wav",
  1594. StylePtr<Layers<
  1595.  
  1596. //Base Fett263 Silver Humpflicker
  1597. HumpFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,RotateColorsX<Variation,Rgb<50,50,75>>,50>,
  1598.  
  1599. //Unstable Bright Audioflicker Swing Effect
  1600. AlphaL<AudioFlicker<BrownNoiseFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Black,50>,RotateColorsX<Variation,Rgb<65,50,75>>>,SwingSpeed<285>>,
  1601.  
  1602. //Fett263 Bright Sparking Emitter Flare
  1603. AlphaL<RotateColorsX<Variation,Rgb16<16975,9110,65535>>,SmoothStep<Scale<SlowNoise<Int<2500>>,Int<1500>,Int<4500>>,Int<-6000>>>,
  1604.  
  1605. //Fett263 Responsive Intensity Lockup
  1606. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  1607. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1608. TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,White>,TrFade<300>>,SaberBase::LOCKUP_NORMAL>,
  1609.  
  1610. //Endlock Hilt Absorb
  1611. TransitionEffectL<TrConcat<TrFade<300>,AlphaL<Stripes<1250,4500,White,RandomPerLEDFlicker<Rgb<60,50,65>,Black>,BrownNoiseFlicker<White,Rgb<30,25,35>,200>,RandomPerLEDFlicker<Rgb<80,70,85>,Rgb<30,25,35>>>,Bump<Int<0>,Int<55000>>>,TrFade<2750>>,EFFECT_LOCKUP_END>,
  1612.  
  1613. //Fett263 Responsive Lightning Block
  1614. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1615.  
  1616. //Responsive Stab
  1617. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Magenta>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1618.  
  1619. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  1620. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1621.  
  1622. //Blast Hilt Absorb
  1623. TransitionEffectL<TrConcat<TrFade<250>,AlphaL<Stripes<1250,4500,White,RandomPerLEDFlicker<Rgb<60,50,65>,Black>,BrownNoiseFlicker<White,Rgb<30,25,35>,200>,RandomPerLEDFlicker<Rgb<80,70,85>,Rgb<30,25,35>>>,Bump<Int<0>,Int<35000>>>,TrFade<350>>,EFFECT_BLAST>,
  1624.  
  1625. //Fett263 Real Clash
  1626. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1627.  
  1628. //Fett263 White Unstable Ignition Effect
  1629. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-2500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2250>>,EFFECT_IGNITION>,
  1630.  
  1631. //Fett263 Intensity Drag
  1632. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1633.  
  1634. //Fett263 Responsive Intensity Melt
  1635. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1636.  
  1637. //Fett263 Power Save, if using his prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1638. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1639.  
  1640. //Fett263 Standard Ignition and Cycle Down Retraction
  1641. InOutTrL<TrWipe<250>,TrColorCycleX<WavLen<EFFECT_RETRACTION>,1000>>,
  1642.  
  1643. //Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1644. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1645. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1646.  
  1647. //Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1648. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  1649. >>()},
  1650.  
  1651. { "30_VERNDARI_PROFFIE", "tracks/mercury.wav",
  1652. StylePtr<Layers<
  1653. Mix<Sin<Int<3>>,AudioFlicker<RotateColorsX<Variation,DodgerBlue>,Stripes<5000,-90,RotateColorsX<Variation,Rgb<0,55,165>>,RotateColorsX<Variation,Rgb<0,85,115>>,RotateColorsX<Variation,Rgb<0,65,145>>,RotateColorsX<Variation,Rgb<0,30,185>>>>,AudioFlicker<RotateColorsX<Variation,Rgb<0,155,255>>,Stripes<5000,-90,RotateColorsX<Variation,Rgb<0,95,170>>,RotateColorsX<Variation,Rgb<0,115,215>>,RotateColorsX<Variation,Rgb<0,145,145>>,RotateColorsX<Variation,Rgb<0,65,225>>>>>,
  1654. //Rotates ^3 times per minute between DodgerBlue and DeepSkyBlue with subtle Cyan/Blue audioflicker
  1655. //AudioFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,95,195>>>,
  1656. //Alternate DeepSkyBlue with very subtle audioflicker
  1657. AlphaL<BrownNoiseFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black,300>,SwingSpeed<400>>,
  1658. //Unstable swing
  1659. AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,DeepSkyBlue>,Black>,Black,RotateColorsX<Variation,DeepSkyBlue>,Black>,SwingSpeed<525>>,
  1660. //Unstable ripple swing
  1661. LockupTrL<Layers<
  1662. AlphaL<AudioFlickerL<Rgb<255,240,80>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  1663. AlphaL<LemonChiffon,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<875>>,SaberBase::LOCKUP_NORMAL>,
  1664. //Responsive lockup effect with screeching humpflicker endlock
  1665. //LockupTrL<Layers<
  1666. //AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  1667. //AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<4000>>,SaberBase::LOCKUP_NORMAL>,
  1668. //Alternate standard lockup
  1669. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  1670. //Responsive lightning block
  1671. ResponsiveStabL<RotateColorsX<Variation,Yellow>>,
  1672. //Responsive stab
  1673. //ResponsiveStabL<Red>,
  1674. //Alternate responsive stab, no color change
  1675. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<White,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<White,200,200>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1676. //Multi-blast, blaster reflect cycles through different responsive effects
  1677. //ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  1678. //Alternate responsive blast
  1679. ResponsiveClashL<TransitionEffect<Rgb<255,240,80>,LemonChiffon,TrInstant,TrFade<100>,EFFECT_CLASH>,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  1680. //Responsive Clash
  1681. //ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  1682. //Alternate white clash
  1683. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<90,180,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,26,60>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<90,180,255>>,RotateColorsX<Variation,Rgb<0,26,60>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,42,128>>,RotateColorsX<Variation,Rgb<0,26,60>>>>,TrFade<400>,Stripes<3000,-3500,RotateColorsX<Variation,Rgb<90,180,255>>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,26,60>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<90,180,255>>,RotateColorsX<Variation,Rgb<0,26,60>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<0,42,128>>,RotateColorsX<Variation,Rgb<0,26,60>>>>,TrFade<450>,HumpFlickerL<AlphaL<RotateColorsX<Variation,Rgb<90,180,255>>,Int<19000>>,25>,TrFade<2875>>,EFFECT_IGNITION>,
  1684. //Stabilize ignition effect
  1685. TransitionEffectL<TrConcat<TrFade<1125>,RotateColorsX<Variation,Rgb<90,180,255>>,TrInstant>,EFFECT_RETRACTION>,
  1686. //Slow brighten retraction effect
  1687. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1688. //Drag
  1689. LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  1690. //Responsive melt
  1691. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1692. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1693. InOutTrL<TrWipe<500>,TrWipeIn<1125>>,
  1694. //Standard ignition/retraction
  1695. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1696. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1697. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1698. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1699. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1700. TransitionEffectL<TrConcat<TrFade<450>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,10>,Bump<Int<0>,Int<3000>>>,TrFade<350>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,15>,Bump<Int<0>,Int<5000>>>,TrFade<450>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,20>,Bump<Int<0>,Int<7000>>>,TrFade<500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,DeepSkyBlue>,25>,Bump<Int<0>,Int<10500>>>,TrBoing<150,1>>,EFFECT_PREON>
  1701. //Overload preon effect
  1702. >>()},
  1703.  
  1704. { "31_PUPPETMASTER_PROFFIE", "tracks/mercury.wav",
  1705. StylePtr<Layers<
  1706.  
  1707. //Base Fett263 Aquamarine Humpflicker
  1708. HumpFlicker<RotateColorsX<Variation,Aquamarine>,RotateColorsX<Variation,Rgb<0,115,75>>,117>,
  1709.  
  1710. //Fett263 Unstable Cyan Swing
  1711. AlphaL<Stripes<2500,-2000,BrownNoiseFlicker<RotateColorsX<Variation,Aquamarine>,Black,300>,BrownNoiseFlicker<RotateColorsX<Variation,Aquamarine>,Black,300>,AudioFlicker<RotateColorsX<Variation,Cyan>,RotateColorsX<Variation,Rgb<0,110,110>>>,BrownNoiseFlicker<RotateColorsX<Variation,Cyan>,Black,300>>,SwingSpeed<365>>,
  1712.  
  1713. //Fett263 Responsive Intensity Lockup
  1714. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  1715. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1716. TrConcat<TrInstant,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<0>>,TrWaveX<RgbArg<LOCKUP_COLOR_ARG,White>,Int<300>,Int<100>,Int<400>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>>>,SaberBase::LOCKUP_NORMAL>,
  1717.  
  1718. //Fett263 Responsive Lightning Block
  1719. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1720.  
  1721. //Responsive Stab
  1722. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1723.  
  1724. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  1725. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1726.  
  1727. //Fett263 Real Clash with absorb effect
  1728. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,NavajoWhite>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<300>,Int<200>,Int<940>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>,TrFade<350>>,EFFECT_CLASH>,TransitionEffectL<TrConcat<TrWaveX<RgbArg<CLASH_COLOR_ARG,NavajoWhite>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,AlphaL<HumpFlicker<White,Rgb<40,60,60>,50>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>,TrFade<350>>,EFFECT_CLASH>>,
  1729.  
  1730. //Fett263 Real Clash
  1731. //Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1732.  
  1733. //Fett263 White Unstable Ignition Effect
  1734. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-2500,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFade<2950>>,EFFECT_IGNITION>,
  1735.  
  1736. //Bright Humpflicker Retraction Effect
  1737. TransitionEffectL<TrConcat<TrInstant,HumpFlicker<RotateColorsX<Variation,Rgb16<32349,65535,53737>>,RotateColorsX<Variation,Rgb16<12712,65535,43202>>,50>,TrFadeX<WavLen<EFFECT_RETRACTION>>>,EFFECT_RETRACTION>,
  1738.  
  1739. //Fett263 Intensity Drag
  1740. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1741.  
  1742. //Fett263 Responsive Intensity Melt
  1743. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1744.  
  1745. //Fett263 Power Save, if using his prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1746. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1747.  
  1748. //Fett263 Spark Tip Ignition and Retraction
  1749. InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,4>>,TrSparkX<White,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,4>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrSparkX<White,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
  1750.  
  1751. //Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1752. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1753. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1754.  
  1755. //Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1756. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>
  1757. >>()},
  1758.  
  1759. { "32_DEFECT_PROFFIE", "tracks/mercury.wav",
  1760. StylePtr<Layers<
  1761.  
  1762. //Fett263 HumpFlicker with Erratic Swing
  1763. Mix<SwingSpeed<400>,HumpFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>,50>,HumpFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<128,0,0>>,30>>,
  1764.  
  1765. //Ripple swing effect using Fett263's scaled responsive swing
  1766. AlphaL<AlphaL<Stripes<2000,-2250,RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<60,30,0>>,Pulsing<RotateColorsX<Variation,Rgb<30,15,0>>,Black,800>>,HoldPeakF<Scale<IsLessThan<SwingSpeed<850>,Int<13600>>,Scale<SwingSpeed<850>,Int<-19300>,Int<32768>>,Int<0>>,Int<550>,Scale<SwingAcceleration<100>,Int<20000>,Int<10000>>>>,SmoothStep<Scale<Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>,Int<15000>,Int<5000>>,Int<-16000>>>,
  1767.  
  1768. //Fett263 Unstable Ignition
  1769. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-1550,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFadeX<Percentage<WavLen<EFFECT_IGNITION>,15>>>,EFFECT_IGNITION>,
  1770.  
  1771. //HumpFlicker Bright Retraction
  1772. TransitionEffectL<TrConcat<TrFadeX<WavLen<EFFECT_RETRACTION>>,HumpFlicker<RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,White>,50>,TrInstant>,EFFECT_RETRACTION>,
  1773.  
  1774. //Fett263 Responsive Intensity Lockup with Unstable End
  1775. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  1776. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1777. TrConcat<TrInstant,White,TrFade<650>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb16<65535,11439,0>>,Black,300>,TrFade<1000>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,Red>,Black,300>>,TrFade<1200>>,SaberBase::LOCKUP_NORMAL>,
  1778.  
  1779. //Fett263 Responsive Lightning Block
  1780. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1781.  
  1782. //Fett263 Responsive flame emitter effect, point the blade up to speed up the flame
  1783. AlphaL<Mix<Scale<BladeAngle<19000>,Int<32768>,Int<0>>,StyleFire<Gradient<RotateColorsX<Variation,White>,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,Rgb16<65535,42753,42753>>>,RotateColorsX<Variation,Rgb<30,30,30>>,0,2,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>,StyleFire<Gradient<RotateColorsX<Variation,Rgb16<65535,42753,42753>>,RotateColorsX<Variation,White>,RotateColorsX<Variation,White>,RotateColorsX<Variation,White>>,RotateColorsX<Variation,Rgb<30,30,30>>,0,1,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>,FireConfig<0,2000,5>>>,SmoothStep<Scale<SlowNoise<Int<3000>>,Int<1750>,Int<4125>>,Int<-3500>>>,
  1784.  
  1785. //Responsive Stab
  1786. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1787.  
  1788. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  1789. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1790.  
  1791. //Fett263 Real Clash
  1792. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1793.  
  1794. //Fett263 Intensity Drag
  1795. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1796.  
  1797. //Fett263 Responsive Intensity Melt
  1798. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1799.  
  1800. //Fett263 Power Save, if using his prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1801. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1802.  
  1803. //Fett263 Spark Tip Ignition and Retraction
  1804. InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,5>>,TrSparkX<White,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,5>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrSparkX<White,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
  1805.  
  1806. //Noise Responsive Sparky Hilt Postoff
  1807. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,150>,SmoothStep<Scale<NoisySoundLevel,Int<-1000>,Int<9500>>,Int<-7000>>>,TrFadeX<WavLen<EFFECT_POSTOFF>>>,EFFECT_POSTOFF>,
  1808.  
  1809. //Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1810. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1811. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1812.  
  1813. //Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1814. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1815.  
  1816. //Ripple Out Preon
  1817. TransitionEffectL<TrConcat<TrFadeX<Percentage<WavLen<EFFECT_PREON>,10>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb16<65535,42753,42753>>,Int<125>,Int<350>,Int<315>,Int<0>>>,TrDelayX<Percentage<WavLen<EFFECT_PREON>,90>>>,EFFECT_PREON>,
  1818.  
  1819. //Noise Responsive Charge Up Preon
  1820. TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<65535,42753,42753>>,150>,SmoothStep<Scale<NoisySoundLevel,Int<-1500>,Trigger<EFFECT_PREON,WavLen<EFFECT_PREON>,Int<0>,Int<0>>>,Int<-8000>>>,TrDelayX<WavLen<EFFECT_PREON>>>,EFFECT_PREON>
  1821. >>()},
  1822.  
  1823. { "33_SKOTOS_PROFFIE", "tracks/mercury.wav",
  1824. StylePtr<Layers<
  1825.  
  1826. //Base Fett263 Violet Audioflicker
  1827. AudioFlicker<RotateColorsX<Variation,Rgb<135,0,255>>,RotateColorsX<Variation,Rgb<67,0,115>>>,
  1828.  
  1829. //Deep Violet HumpFlicker Swing Effect
  1830. AlphaL<HumpFlicker<RotateColorsX<Variation,Rgb<175,0,255>>,RotateColorsX<Variation,Rgb<97,0,135>>,20>,SwingSpeed<375>>,
  1831.  
  1832. //Fett263 Unstable Charge-Up Ignition
  1833. TransitionEffectL<TrConcat<TrInstant,Stripes<3000,-1550,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFadeX<Percentage<WavLen<EFFECT_IGNITION>,20>>,Stripes<3000,-1550,White,RandomPerLEDFlicker<Rgb<60,60,60>,Black>,BrownNoiseFlicker<White,Rgb<30,30,30>,200>,RandomPerLEDFlicker<Rgb<80,80,80>,Rgb<30,30,30>>>,TrFadeX<Percentage<WavLen<EFFECT_IGNITION>,10>>,RotateColorsX<Variation,Magenta>,TrFadeX<Percentage<WavLen<EFFECT_IGNITION>,45>>>,EFFECT_IGNITION>,
  1834.  
  1835. //HumpFlicker Bright Retraction
  1836. TransitionEffectL<TrConcat<TrFadeX<WavLen<EFFECT_RETRACTION>>,HumpFlicker<RotateColorsX<Variation,Rgb16<65535,42753,65535>>,RotateColorsX<Variation,White>,50>,TrInstant>,EFFECT_RETRACTION>,
  1837.  
  1838. //Fett263 Responsive Intensity Lockup with Unstable End
  1839. LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,White>,Int<200>>,StripesX<Int<1800>,Scale<NoisySoundLevel,Int<-3500>,Int<-5000>>,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>,RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>>,
  1840. TrConcat<TrExtend<50,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,White>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrExtend<3000,TrFade<300>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<10280>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<13000>>>,TrFade<3000>>,
  1841. TrConcat<TrInstant,White,TrFade<500>,BrownNoiseFlicker<RotateColorsX<Variation,Magenta>,Black,300>,TrFadeX<Percentage<WavLen<EFFECT_LOCKUP_END>,33>>,AudioFlickerL<BrownNoiseFlicker<RotateColorsX<Variation,DeepPink>,Black,300>>,TrFadeX<Percentage<WavLen<EFFECT_LOCKUP_END>,33>>>,SaberBase::LOCKUP_NORMAL>,
  1842.  
  1843. //Fett263 Responsive Lightning Block
  1844. ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,White>,AudioFlicker<RgbArg<LB_COLOR_ARG,White>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,White>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,White>,Int<16000>>,30>,TrSmoothFade<600>>>,
  1845.  
  1846. //Responsive Stab
  1847. ResponsiveStabL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Yellow>>,TrWipeInX<Percentage<WavLen<EFFECT_STAB>,50>>,TrFadeX<Percentage<WavLen<EFFECT_STAB>,50>>>,
  1848.  
  1849. //Fett263 Multi-blast, blaster reflect cycles through different responsive effects
  1850. EffectSequence<EFFECT_BLAST,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,LocalizedClashL<RgbArg<BLAST_COLOR_ARG,White>,80,30,EFFECT_BLAST>,ResponsiveBlastWaveL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,BlastL<RgbArg<BLAST_COLOR_ARG,White>,200,200>,ResponsiveBlastFadeL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<RgbArg<BLAST_COLOR_ARG,White>,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1851.  
  1852. //Fett263 Real Clash
  1853. Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,187,108>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>>,
  1854.  
  1855. //Fett263 Intensity Drag
  1856. LockupTrL<AlphaL<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,White>>,SmoothStep<IntArg<DRAG_SIZE_ARG,27500>,Int<5000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,White>,Int<300>>,SmoothStep<IntArg<DRAG_SIZE_ARG,29250>,Int<5000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1857.  
  1858. //Fett263 Responsive Intensity Melt
  1859. LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,OrangeRed,DarkOrange>,Mix<TwistAngle<>,OrangeRed,Orange>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,26000>,Int<6000>>>,TrConcat<TrWipeIn<100>,AlphaL<Red,SmoothStep<Int<29000>,Int<8000>>>,TrExtend<2000,TrFade<300>>,AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<29000>,Int<8000>>>,TrFade<3000>>,TrFade<250>,SaberBase::LOCKUP_MELT>,
  1860.  
  1861. //Fett263 Power Save, if using his prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1862. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1863.  
  1864. //Fett263 Spark Tip Ignition and Retraction
  1865. InOutTrL<TrJoin<TrWipeX<Percentage<WavLen<EFFECT_IGNITION>,30>>,TrSparkX<White,Int<400>,Percentage<WavLen<EFFECT_IGNITION>,30>,Int<0>>>,TrJoin<TrWipeInX<WavLen<EFFECT_RETRACTION>>,TrSparkX<White,Int<400>,WavLen<EFFECT_RETRACTION>,Int<32768>>>>,
  1866.  
  1867. //Fett263 optional/alternate Passive Battery Monitor: on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1868. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1869. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1870.  
  1871. //Fett263 On-Demand Battery Level: if using Fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1872. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1873.  
  1874. //False Start Preon
  1875. TransitionEffectL<TrConcat<TrInstant,Black,TrWaveX<RotateColorsX<Variation,Rgb<135,0,255>>,Int<1750>,Int<175>,Int<1575>,Int<-3000>>,Black,TrInstant>,EFFECT_PREON>,
  1876.  
  1877. //Ripple Out Preon
  1878. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<EFFECT_PREON>,43>>,TransitionLoopL<TrWaveX<RotateColorsX<Variation,Rgb16<37981,16439,65535>>,Int<525>,Int<350>,Int<715>,Int<0>>>,TrFadeX<Percentage<WavLen<EFFECT_PREON>,55>>>,EFFECT_PREON>,
  1879.  
  1880. //Noise Responsive Charge Up Preon
  1881. TransitionEffectL<TrConcat<TrDelayX<Percentage<WavLen<EFFECT_PREON>,14>>,AlphaL<BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb16<65535,42753,65535>>,150>,SmoothStep<Scale<NoisySoundLevel,Int<-1500>,Trigger<EFFECT_PREON,WavLen<EFFECT_PREON>,Int<0>,Int<0>>>,Int<-9500>>>,TrDelayX<Percentage<WavLen<EFFECT_PREON>,86>>>,EFFECT_PREON>
  1882. >>()},
  1883.  
  1884. { "34_BANISHED PRINCE_PROFFIE", "tracks/mercury.wav",
  1885. StylePtr<Layers<
  1886. Mix<Scale<BladeAngle<>,Int<32768>,Int<0>>,StyleFire<Gradient<RotateColorsX<Variation,Orange>,RotateColorsX<Variation,OrangeRed>,RotateColorsX<Variation,Red>>,RotateColorsX<Variation,Rgb<60,0,0>>,0,4,FireConfig<0,1500,5>,FireConfig<0,1500,5>,FireConfig<0,1500,5>,FireConfig<0,0,0>>,StyleFire<Gradient<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>,RotateColorsX<Variation,Red>>,Black,0,2,FireConfig<0,1600,30>,FireConfig<0,1600,30>,FireConfig<0,1600,30>,FireConfig<0,0,0>>>,
  1887. //Real Flame effect
  1888. LockupTrL<Layers<
  1889. AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
  1890. AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,TrFade<475>>,SaberBase::LOCKUP_NORMAL>,
  1891. //Responsive lockup
  1892. ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  1893. //Responsive lightning block
  1894. AlphaL<Black,SmoothStep<Scale<SlowNoise<Int<1600>>,Int<3000>,Int<5000>>,Int<-4000>>>,
  1895. //Emitter wick effect (dark at the hilt, more firebende^r than li^ghtsaber). If you have a thin neck or your blade goes deep into your hilt you may want to adjust the lower and upper Int limits
  1896. //AlphaL<White,SmoothStep<Scale<SlowNoise<Int<3500>>,Int<800>,Int<2250>>,Int<-4000>>>,
  1897. //Alternate sparking white emitter flare
  1898. ResponsiveStabL<Orange>,
  1899. //Responsive stab
  1900. EffectSequence<EFFECT_BLAST,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,BlastF<200,200>>,TrFade<300>>,EFFECT_BLAST>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveBlastWaveL<White,Scale<SwingSpeed<400>,Int<500>,Int<200>>,Scale<SwingSpeed<400>,Int<100>,Int<400>>>,ResponsiveBlastFadeL<White,Scale<SwingSpeed<400>,Int<6000>,Int<12000>>,Scale<SwingSpeed<400>,Int<400>,Int<100>>>,ResponsiveBlastL<White,Scale<SwingSpeed<400>,Int<400>,Int<100>>,Scale<SwingSpeed<400>,Int<200>,Int<100>>,Scale<SwingSpeed<400>,Int<400>,Int<200>>>>,
  1901. //Multi-blast, blaster reflect cycles through different responsive effects
  1902. ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  1903. //Responsive clash
  1904. LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  1905. //Drag
  1906. LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  1907. //Responsive melt
  1908. AlphaL<Black,SmoothStep<Scale<BladeAngle<0,16000>,Scale<SwingSpeed<400>,Int<10000>,Int<38000>>,Int<38000>>,Int<20000>>>,
  1909. //Shrinks the flame based on blade angle
  1910. EffectSequence<EFFECT_POWERSAVE,AlphaL<Black,Int<8192>>,AlphaL<Black,Int<16384>>,AlphaL<Black,Int<24576>>,AlphaL<Black,Int<0>>>,
  1911. //Power save, if using fett263's prop file hold Aux and click PWR while ON (pointing up) to dim blade in 25% increments.
  1912. InOutTrL<TrWipe<1200>,TrWipe<1750>>,
  1913. //Wipe out ignition and retraction
  1914. TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<10000>>>,TrFade<500>,AlphaL<RotateColorsX<Variation,Orange>,Bump<Int<0>,Int<8000>>>,TrFade<500>,AlphaL<RotateColorsX<Variation,Red>,Bump<Int<0>,Int<6000>>>,TrFade<500>>,EFFECT_RETRACTION>,
  1915. //Retraction cool down effect - color change
  1916. //TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<10000>>>,TrFade<500>,AlphaL<Orange,Bump<Int<0>,Int<8000>>>,TrFade<500>,AlphaL<Red,Bump<Int<0>,Int<6000>>>,TrFade<500>>,EFFECT_RETRACTION>,
  1917. //Alternate retraction cool down effect - no color change
  1918. //TransitionEffectL<TrConcat<TrDelay<1500>,Black,TrFade<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_BOOT>,
  1919. //TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<Int<0>,Int<6000>>>,TrFade<3000>>,EFFECT_NEWFONT>,
  1920. //Optional/alternate passive battery monitor, on boot (1st line) or font change (2nd line) you will get a visual indicator at the emitter of your current battery level. This also works without a blade if you have a lit emitter or blade plug. Green is Full, Red is Low (the color will blend from Green to Red as the battery is depleted), the indicator will fade out after 3000 ms and not display again until powered down and back up or fonts change.
  1921. TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrDelay<2000>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<1000>>,EFFECT_BATTERY_LEVEL>,
  1922. //On demand battery level, if using fett263's prop file Hold AUX and click PWR while OFF, the battery level is represented by the location on the blade; tip = full, hilt = low and color; green = full, yellow = half, red = low
  1923. TransitionEffectL<TrConcat<TrFade<650>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Red>,10>,Bump<Int<0>,Int<4000>>>,TrFade<500>,AlphaL<HumpFlickerL<RotateColorsX<Variation,Orange>,15>,Bump<Int<0>,Int<5000>>>,TrFade<500>,AlphaL<HumpFlickerL<White,20>,Bump<Int<0>,Int<6000>>>,TrBoing<1000,3>>,EFFECT_PREON>
  1924. //Preon heat up effect, color change
  1925. //TransitionEffectL<TrConcat<TrFade<650>,AlphaL<HumpFlickerL<Red,10>,Bump<Int<0>,Int<4000>>>,TrFade<500>,AlphaL<HumpFlickerL<Orange,15>,Bump<Int<0>,Int<5000>>>,TrFade<500>,AlphaL<HumpFlickerL<White,20>,Bump<Int<0>,Int<6000>>>,TrBoing<1000,3>>,EFFECT_PREON>
  1926. //Alternate preon heat up effect, no color change
  1927. >>()},
  1928.  
  1929. };
  1930. BladeConfig blades[] = {
  1931. { 0, WS281XBladePtr<132, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
  1932. //SimpleBladePtr<CH1LED, NoLED, NoLED, NoLED, bladePowerPin6, -1, -1, -1>(),
  1933. CONFIGARRAY(presets) },
  1934. };
  1935. #endif
  1936.  
  1937. #ifdef CONFIG_BUTTONS
  1938. Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
  1939. #endif
  1940.  
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