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.
lcoolsparkd, sparkf, driftmapb, mapc, ecolor, mapping_unstableThe 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.
| Feature | Chainsaw (4) | Starkiller (5) |
|---|---|---|
| Pattern source | Waveforms | Bump shapes |
| Shape character | Continuous signal | Symmetrical hills / peaks |
| Density control | Frequency multiplier | Tooth size, inverted |
| Speed control | sparkd | sparkf |
| Audio boost to parameters | Yes | No |
| Audio overlay | Yes | Yes |
| Color system | Direct blend | Direct blend |
In your blade profile, set:
unstable=5
Each frame, Starkiller does these main steps:
sparkd. Higher values create smaller, denser bumps.sparkf. During clash the speed doubles, and during lockup it triples.lcool: Gaussian, Triangle, or Square.mapb and mapc.ecolor.lcool — Bump ShapeDefault: 20
In Starkiller, lcool selects the bump shape instead of controlling cooling.
lcool Range | Shape | Visual Character |
|---|---|---|
0–69 | Gaussian | Smooth bell curve, soft and organic energy hills |
70–139 | Triangle | Pointed peaks with straight edges, sharper and more aggressive |
140–209 | Square | Flat-topped blocks with abrupt drop-off, hard banded look |
Note: Atlcool=210, the shape mapping goes beyond the available options and the bumps disappear. Stay at209or 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 UsedThe hcool parameter has no visible effect on Starkiller. You can leave it at the default.
sparkd — Tooth Size / DensityDefault: 10
This controls the size of each bump in pixels. It is inverted: higher values create smaller, more densely packed bumps.
sparkd | Tooth Size | Full Cycle | Visual Result |
|---|---|---|---|
0 | 100 px | 200 px | Very large bumps, one or two per blade |
10 | ~90 px | ~180 px | Default, a few wide bumps |
25 | ~75 px | ~150 px | Moderate, clearly defined pulses |
50 | 50 px | 100 px | Medium density, many visible bumps |
75 | ~25 px | ~50 px | Dense, tightly packed pattern |
100 | 1 px | 2 px | Extremely dense, almost noise-like |
Tip: For a classic compressed-energy look with visible pulses, keepsparkdbetween10and40.
sparkf — Speed MultiplierDefault: 120
This controls how fast the bump pattern scrolls along the blade. The base speed is multiplied by a factor derived from sparkf.
sparkf | Multiplier | Character |
|---|---|---|
0 | 1× | Extremely slow crawl |
40 | ~5× | Gentle scroll |
80 | ~10× | Moderate pace |
120 | ~15× | Default, active scrolling |
160 | ~20× | Fast movement |
200 | 25× | Maximum speed |
Important: During clash the speed doubles. During lockup it triples.
drift — Scroll DirectionDefault: 0
This flips the direction the bumps travel.
drift=0 # one direction
drift=1 # opposite direction
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 ColorThis 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 DepthDefault: 50
This scales the bump height, which controls how strongly the peaks blend toward the effect color.
| Value | Visual Result |
|---|---|
0 | No visible bumps, only the offset remains |
50 | Moderate default pulses |
128 | Strong, clearly visible peaks |
255 | Full range, maximum contrast from trough to peak |
mapc — Offset / Baseline BlendDefault: 50
This adds a constant blend toward the effect color across the whole blade. It shifts the baseline upward.
| Value | Visual Result |
|---|---|
0 | Troughs stay at the blade base color |
50 | Slight baseline bias toward ecolor |
128 | Strong baseline blend |
255 | Blade is almost fully effect-colored |
Tip: Highmapbwith lowmapcgives dramatic pulses on a clean base. Lowermapbwith highermapcgives subtle pulses on a more saturated blade.
mapping_color — Not Usedmapping_color has no visible effect on Starkiller because this mode does not use the heat-map style rendering path.
mapping_unstable — Reactivity SourceDefault: 1
mapping_unstable=0 — NoneThe pattern stays fully static apart from its normal scrolling. Speed and density never react to sound.
mapping_unstable=1 — AudioStarkiller 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.
refreshfx — Effect Refresh IntervalDefault: 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.
| Value | Character |
|---|---|
8 | Smooth and fast movement |
12 | Balanced default motion |
20 | Slower, heavier feel |
30+ | Deliberate, ponderous rolling motion |
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
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
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
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
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
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
| Key | Starkiller Role | Default | Range / Notes |
|---|---|---|---|
unstable | Effect mode | 0 | 0–18 |
lcool | Bump shape | 20 | 0–69 Gaussian, 70–139 Triangle, 140–209 Square |
hcool | Not used | 70 | — |
sparkd | Tooth size / density, inverted | 10 | 0–100 |
sparkf | Speed multiplier | 120 | 0–200 |
drift | Scroll direction | 0 | 0 or 1 |
mapb | Amplitude / depth | 50 | 0–255 |
mapc | Offset / baseline blend | 50 | 0–255 |
ecolor | Target blend color | — | 0–1023 per channel |
mapping_color | Not used | — | — |
mapping_unstable | Audio overlay | 1 | 0 or 1 |
refreshfx | Refresh interval in ms | 12 | 1–255 |
sparkd. It has the biggest effect on the pattern character because it controls bump size.sparkd gives big wide bumps. High sparkd gives tiny dense bumps.