There are, but they're incredibly thin looking at N64Mario's Omega Zero, which I am using as a reference. I originally used his code and tried to adjust it to make the beams visible, and they were visible, the problem is that their not their actual color. In fact, they were pretty messed up.
Here's the original controller for the beams as helpers:
[State 1000, Helper]
type = Helper
triggerall = NumHelper(1015) = 0
trigger1 = Anim = 1000
trigger1 = AnimElem = 8, >= 0
helpertype = normal
name = "Beam Object"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
id = 1015
pos = 0, 0
postype = P1
stateno = 1015
keyctrl = 0
ownpal = 1
And here are the helpers themselves:
;---------------------------------------------------------------------------
; Light Beam Object
[Statedef 1015]
sprpriority = 30
movetype = A
anim = 1015
ctrl = 0
[State 1015, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
[State 1015, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1015, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,1000
time = 1
;====================
; Light Beams
;====================
;---------------
; - Foreground -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1020) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1020
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1021) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1021
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1022) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1022
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
;---------------
; - Background -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1023) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1023
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1024) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1024
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1025) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1025
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
;---------------
;====================
[State 1015, Sound]
type = PlaySnd
trigger1 = Time <= 0
persistent = 0
value = 9, 0
channel = 0
[State 1015, Anim]
type = ChangeAnim
trigger1 = Root, Anim != 1000
trigger2 = NumHelper(1020) > 0
trigger2 = Helper(1020), StateNo = 1025 || Helper(1020), Anim = 1025
value = Anim
elem = 1
[State 1015, Destroy]
type = DestroySelf
trigger1 = NumHelper(1020) <= 0
trigger1 = NumHelper(1021) <= 0
trigger1 = NumHelper(1022) <= 0
trigger1 = NumHelper(1023) <= 0
trigger1 = NumHelper(1024) <= 0
trigger1 = NumHelper(1025) <= 0
trigger1 = Time > 0
;---------------------------------------------------------------------------
; Light Beam Appear
[Statedef 1020]
movetype = A
anim = 1020
ctrl = 0
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(0) = 0
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)
;-------------------------
; Setup Light Beams
;-------------------------
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0,100
time = 1
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)),1000
time = 1
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)),1000
time = 1
[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1021)
trigger3 = IsHelper(1022)
value = 20
[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1023)
trigger2 = IsHelper(1024)
trigger3 = IsHelper(1025)
value = -20
;-------------------------
[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim = 1020
trigger1 = AnimTime = 0
value = 1021
[State 1020, State]
type = ChangeState
triggerall = IsHelper(1020) || IsHelper(1021) || IsHelper(1022)
trigger1 = Anim != 1020
value = 1021
[State 1020, State]
type = ChangeState
triggerall = IsHelper(1023) || IsHelper(1024) || IsHelper(1025)
trigger1 = Anim != 1020
value = 1022
[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025
[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
;---------------------------------------------------------------------------
; Light Beam Move Forward
[Statedef 1021]
sprpriority = 20
movetype = A
juggle = 10
ctrl = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = 20
[State 1020, Trans]
type = Trans
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
trans = addalpha
alpha = 200,200
[State 1020, AfterImage]
type = AfterImageTime
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
time = 2
[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 1021
value = 1021
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = 2 * const(size.xscale)
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = -2 * const(size.xscale)
;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------
;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------
[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5
[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SP
damage = 30, 0
animtype = Heavy
guardflag = MA
hitflag = MAF-
priority = 3, Hit
pausetime = Ifelse(Root, Var(55) > 0, 0, 1), Ifelse(Root, Var(55) > 0, 0, 5)
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20
[State 1020, State]
type = ChangeState
trigger1 = ParentDist X < -25 * const(size.xscale)
value = 1022
[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025
[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
;---------------------------------------------------------------------------
; Light Beam Move Back
[Statedef 1022]
sprpriority = -20
movetype = A
juggle = 10
ctrl = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = -20
[State 1020, Trans]
type = Trans
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
trans = addalpha
alpha = 200,200
[State 1020, AfterImage]
type = AfterImageTime
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
time = 2
[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 1021
value = 1021
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = -2 * const(size.xscale)
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = 2 * const(size.xscale)
;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------
;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------
[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5
[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SP
damage = 30, 0
animtype = Heavy
guardflag = MA
hitflag = MAF-
priority = 3, Hit
pausetime = Ifelse(Root, Var(55) > 0, 0, 1), Ifelse(Root, Var(55) > 0, 0, 5)
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20
[State 1020, State]
type = ChangeState
trigger1 = ParentDist X > 25 * const(size.xscale)
value = 1021
[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1000
value = 1025
[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
;---------------------------------------------------------------------------
; Light Beam End
[Statedef 1025]
movetype = A
velset = 0,0
anim = 1025
ctrl = 0
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < Var(10)
var(10) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(10) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = Var(10)
;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------
;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------
[State 1020, Destroy]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = NumHelper(1015) <= 0