CRYSTAL FOCUS X
Unstable Effects Collection
PART 5 OF 18
Unstable series · Starkiller · unstable=5

Starkiller (unstable=5)

A practical guide to the Starkiller effect on Crystal Focus X, including bump shapes, scrolling speed, tooth density, color blending, audio reactivity, and ready-to-use recipes for compressed energy pulses, sharp crystal peaks, energy blocks, subtle pulses, and dense vibration.

What you will learn
  • How Starkiller differs from Chainsaw
  • How bump shape, speed, and density work together
  • How amplitude and offset shape the visible pulses
  • How to tune recipes you can paste into your blade profile
Main parameters
Shape
lcool
Motion
sparkd, sparkf, drift
Blend
mapb, mapc, ecolor, mapping_unstable
Best used for
  • Compressed crystal looks
  • Symmetrical energy pulses
  • Blocky or pointed wave bands
  • Rolling Force energy patterns
Series: Customizing Unstable Effects on Crystal Focus X · Guide 5 of 18

Introduction

The Starkiller effect (unstable=5) is inspired by the compressed-crystal lightsaber from Star Wars: The Force Unleashed. It creates a chain of symmetrical energy bumps that repeat along the blade and scroll continuously. Each bump rises smoothly from the blade color to the effect color and back down again, like pulses of energy being squeezed along the blade.

Like Chainsaw, Starkiller is a pattern-based effect, not a heat-based one. But where Chainsaw uses continuous waveforms like sawtooth, sine, or square signals, Starkiller uses bump shapes: rounded hills, pointed peaks, or flat-topped blocks. That gives it a more organic, compressed-energy quality.

Chainsaw vs. Starkiller

FeatureChainsaw (4)Starkiller (5)
Pattern sourceWaveformsBump shapes
Shape characterContinuous signalSymmetrical hills / peaks
Density controlFrequency multiplierTooth size, inverted
Speed controlsparkdsparkf
Audio boost to parametersYesNo
Audio overlayYesYes
Color systemDirect blendDirect blend

Enabling Starkiller

In your blade profile, set:

unstable=5

How Starkiller Works

Each frame, Starkiller does these main steps:

  1. Calculate tooth size from sparkd. Higher values create smaller, denser bumps.
  2. Calculate speed from sparkf. During clash the speed doubles, and during lockup it triples.
  3. Select the bump shape from lcool: Gaussian, Triangle, or Square.
  4. Advance the pattern with a scrolling position that wraps after one full cycle.
  5. Generate the bumps for each pixel using the current shape and scrolling offset.
  6. Apply amplitude and offset with mapb and mapc.
  7. Blend color between the blade base color and ecolor.
  8. Apply audio overlay if audio mapping is enabled.

Parameter Mapping

lcool — Bump Shape

Default: 20

In Starkiller, lcool selects the bump shape instead of controlling cooling.

lcool RangeShapeVisual Character
0–69GaussianSmooth bell curve, soft and organic energy hills
70–139TrianglePointed peaks with straight edges, sharper and more aggressive
140–209SquareFlat-topped blocks with abrupt drop-off, hard banded look
Note: At lcool=210, the shape mapping goes beyond the available options and the bumps disappear. Stay at 209 or below.
Tip: Gaussian is the classic compressed-energy look. Triangle gives more aggressive crystal peaks. Square is great for bold blocky energy bands.

hcool — Not Used

The hcool parameter has no visible effect on Starkiller. You can leave it at the default.

sparkd — Tooth Size / Density

Default: 10

This controls the size of each bump in pixels. It is inverted: higher values create smaller, more densely packed bumps.

sparkdTooth SizeFull CycleVisual Result
0100 px200 pxVery large bumps, one or two per blade
10~90 px~180 pxDefault, a few wide bumps
25~75 px~150 pxModerate, clearly defined pulses
5050 px100 pxMedium density, many visible bumps
75~25 px~50 pxDense, tightly packed pattern
1001 px2 pxExtremely dense, almost noise-like
Tip: For a classic compressed-energy look with visible pulses, keep sparkd between 10 and 40.

sparkf — Speed Multiplier

Default: 120

This controls how fast the bump pattern scrolls along the blade. The base speed is multiplied by a factor derived from sparkf.

sparkfMultiplierCharacter
0Extremely slow crawl
40~5×Gentle scroll
80~10×Moderate pace
120~15×Default, active scrolling
160~20×Fast movement
20025×Maximum speed
Important: During clash the speed doubles. During lockup it triples.

drift — Scroll Direction

Default: 0

This flips the direction the bumps travel.

drift=0    # one direction
drift=1    # opposite direction

Color & Modulation Controls

Starkiller uses a direct blend system. Each pixel is blended between the blade base color and the effect color based on the bump value.

ecolor — Effect Color

This is the color at the peak of each bump. Between bumps, the blade returns toward the base blade color.

ecolor=1023,1023,1023,0   # white
ecolor=800,200,200,0      # red crystal glow
ecolor=400,600,1023,0     # pale blue Force energy

On CFX, color channel values can go up to 1023.

mapb — Amplitude / Modulation Depth

Default: 50

This scales the bump height, which controls how strongly the peaks blend toward the effect color.

ValueVisual Result
0No visible bumps, only the offset remains
50Moderate default pulses
128Strong, clearly visible peaks
255Full range, maximum contrast from trough to peak

mapc — Offset / Baseline Blend

Default: 50

This adds a constant blend toward the effect color across the whole blade. It shifts the baseline upward.

ValueVisual Result
0Troughs stay at the blade base color
50Slight baseline bias toward ecolor
128Strong baseline blend
255Blade is almost fully effect-colored
Tip: High mapb with low mapc gives dramatic pulses on a clean base. Lower mapb with higher mapc gives subtle pulses on a more saturated blade.

mapping_color — Not Used

mapping_color has no visible effect on Starkiller because this mode does not use the heat-map style rendering path.

Audio Reactivity

mapping_unstable — Reactivity Source

Default: 1

mapping_unstable=0 — None

The pattern stays fully static apart from its normal scrolling. Speed and density never react to sound.

mapping_unstable=1 — Audio

Starkiller uses a per-pixel volume overlay. Louder sounds push the whole blade farther toward ecolor, making the blade pulse brighter and more energized.

Unlike Chainsaw, Starkiller does not use audio to change the pattern speed or density. The scroll speed stays fixed except for the built-in clash and lockup boosts.

Note: During lockup, the audio overlay gets an extra boost, so the blade can feel more energized even though the core pattern parameters stay unchanged.

Refresh Rate

refreshfx — Effect Refresh Interval

Default: 12 ms

This controls how often the pattern advances. Since Starkiller scrolls by a certain amount each frame, refresh rate directly changes the visible motion speed.

ValueCharacter
8Smooth and fast movement
12Balanced default motion
20Slower, heavier feel
30+Deliberate, ponderous rolling motion

Putting It All Together: Recipes

Recipe 1: Compressed Crystal Classic

The signature Starkiller look with smooth Gaussian energy pulses.

unstable=5
lcool=30
sparkd=20
sparkf=80
drift=0
mapb=200
mapc=30
mapping_unstable=1
ecolor=1023,1023,1023,0

Recipe 2: Cracked Crystal — Sharp Peaks

Triangle bumps for aggressive, pointed energy spikes.

unstable=5
lcool=90
sparkd=35
sparkf=120
drift=0
mapb=220
mapc=20
mapping_unstable=1
ecolor=1023,320,320,0

Recipe 3: Energy Blocks

Square bumps create hard alternating bands of color.

unstable=5
lcool=160
sparkd=30
sparkf=50
drift=0
mapb=255
mapc=0
mapping_unstable=0
ecolor=0,720,1023,0

Recipe 4: Subtle Pulse

Low-amplitude bumps on a tinted base for a faint elegant effect.

unstable=5
lcool=20
sparkd=15
sparkf=60
drift=0
mapb=80
mapc=100
mapping_unstable=1
ecolor=800,800,1023,0
refreshfx=20

Recipe 5: Dense Vibration

Lots of tiny Gaussian bumps packed tightly together for a vibrating buzzing look.

unstable=5
lcool=10
sparkd=70
sparkf=100
drift=0
mapb=180
mapc=40
mapping_unstable=1
ecolor=1023,800,200,0
refreshfx=10

Recipe 6: Wide Slow Roller

One or two enormous bumps slowly rolling along the blade.

unstable=5
lcool=40
sparkd=5
sparkf=20
drift=0
mapb=220
mapc=10
mapping_unstable=1
ecolor=1023,1023,1023,0
refreshfx=15

Quick Reference Card

KeyStarkiller RoleDefaultRange / Notes
unstableEffect mode00–18
lcoolBump shape200–69 Gaussian, 70–139 Triangle, 140–209 Square
hcoolNot used70
sparkdTooth size / density, inverted100–100
sparkfSpeed multiplier1200–200
driftScroll direction00 or 1
mapbAmplitude / depth500–255
mapcOffset / baseline blend500–255
ecolorTarget blend color0–1023 per channel
mapping_colorNot used
mapping_unstableAudio overlay10 or 1
refreshfxRefresh interval in ms121–255

Tuning Tips

  1. Start with sparkd. It has the biggest effect on the pattern character because it controls bump size.
  2. Remember that density is inverted. Low sparkd gives big wide bumps. High sparkd gives tiny dense bumps.
  3. Speed and density interact. Very small bumps combined with high speed can start to look noisy.
  4. Gaussian is the most classic shape. Triangle is sharper and more aggressive. Square creates a very different blocky look.
  5. Starkiller has no audio speed boost. The blade can pulse brighter with sound, but the scrolling pattern itself does not speed up because of volume.
  6. Lockup speed boost is strong. Keep resting speed moderate if you want clash and lockup to feel impactful without turning into blur.
  7. Big bumps plus slow speed can look dramatic and heavy. That is one of Starkiller’s nicest looks.