anchor.diff:  &rarr; 1&hellip; while a value of `:bounce` would give you 1 &rarr; 2
   &rarr; 3 &rarr; 2 &rarr; 1 &rarr; 2 &rarr; 3 &rarr; 2&hellip;.
   
  -==== Conditional Effects
  +=== Conditional Effects
   
   The
   http://deepsymmetry.org/afterglow/doc/afterglow.effects.html#var-conditional-effect[conditional-effect]
  
positive.code: level of individual DMX channel values with
  <<channel-effects,channel effects>>.
  
  Finally, Afterglow includes some examples of how to build up
  <<complex-effects,special-purpose effects>>, which can be fun in
  themselves, and also serve as templates and inspiration for whole new
  kinds of effects you create on your own.
  
  == Basic Effect Types
  
  
negative.code: 
  == Overview
  
  This section starts out by describing the basic effect types which act
  as building blocks for an Afterglow light show, then goes on to
  introduce the <<scenes,scenes>> and <<chases,chases>> that you can use
  to group and sequence these building blocks into a show that evolves
  over time, driven by the show's metronome.
  
  When creating an effect, you assign one or more
  <<fixture_definitions#fixture-definitions,Fixtures>> to it, and it
  will generate control values for only those fixtures. The fixture
  channels that will be manipulated by the effect depend on the kind of
  effect it is, and are grouped into several primary categories. The
  simplest kinds of effects apply to a single channel per fixture, or
  perhaps per head, if the fixture has multiple independent
  light-emitting heads. A very common single-channel effect is the
  <<dimmer-effects,dimmer effect>>.
  
  Many effects assign <<color-effects,colors>> to lights, which often
  involves multiple channels. RGB fixtures will use three channels, one
  