download here / images
https://www.sendspace.com/file/d8jjk7
AIR AND SFF FOR EASY ADD ON
https://www.sendspace.com/file/277fq3
if you are familiar with how pots style chars use hitsparks then you wont have issues implementing these, just change a couple
numbers here and there lol. if not try your best to follow my instructions. I'm not to good with tutorials so bare with me.
helperstates, 8010 and 8013 are the helpers for the sparks, 8000, 8001 are for the guard sparks same as pots
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;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;GUARD SPARK NORMAL ATTACK
[StateDef 8000]
type = A
physics = N
moveType = I
anim = 8000
velset = 0,0
sprPriority = 5
[State 8000, Assert: No Shadow]
type = AssertSpecial
trigger1= 1
flag = NoShadow
ignoreHitPause = 1
[State 8000, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.125 + (0.046875 * Time), 0.125 + (0.046875 * Time)
ignoreHitPause = 1
[State 8000, Transparency]
type = Trans
trigger1 = Time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1
[State 8000, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1
[State 8000, End]
type = DestroySelf
trigger1 = Time >= 8
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;GUARD SPARK SPECIAL ATTACK
[StateDef 8001]
type = A
physics = N
moveType = I
anim = 8001
velSet = 0,0
sprPriority = 5
[State 8001, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1
[State 8001, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.25 + (0.03125 * Time), 0.25 + (0.03125 * Time)
ignoreHitPause = 1
[State 8001, Transparency]
type = Trans
trigger1 = time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1
[State 8001, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1
[State 8001, End]
type = DestroySelf
trigger1 = Time >= 8
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;HIT SPARK
[StateDef 8010]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = -1
[State 8010, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1
[State 8010, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)
[State 8010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 2
[State 8010, Scale]
type = AngleDraw
trigger1 = Time < 12
scale = 0.3 - (Time * 0.03), 0.3 - (Time * 0.03)
ignoreHitPause = 1
[State 8010, Scale]
type = AngleDraw
trigger1 = Time >= 5
scale = 0,0
ignoreHitPause = 1
[State 8010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1
[State 8010, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 0.3 - (Time * 0.03), 0.5 - (Time * 0.04)
trans = AddAlpha
alpha = 256 - (16 * Time),256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 29
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 0.25 + (0.009375 * Time), 0.25 + (0.009375 * Time)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 18012
ID = 3
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 4
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 0.1 + (Time * 0.02), 0.1 + (Time * 0.02)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 2
removeTime = 15
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 0.2 - (Time * 0.03), 0.2 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8015
ID = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(5)
ID = 5
scale = 0.38 - (Time * 0.03), 0.38 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8013, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8013
ID = 6
posType = P1
facing = -1
vFacing = -1
sprPriority = 0
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1
[State 8013, Scale P2 Back Explod]
type = ModifyExplod
trigger1= NumExplod(6)
ID = 6
scale = 0.2, 0.2
trans = AddAlpha
alpha = 256 - (32 * Time), 256
[State 8010, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16
[State 8010, End]
type = DestroySelf
trigger1 = Time >= 16
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
;SPECIAL HIT SPARK
[StateDef 8013]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = -1
[State 8010, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1
[State 8010, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)
[State 8010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 2
[State 8010, Scale]
type = AngleDraw
trigger1 = Time < 12
scale = 0.3 - (Time * 0.03), 0.3 - (Time * 0.03)
ignoreHitPause = 1
[State 8010, Scale]
type = AngleDraw
trigger1 = Time >= 5
scale = 0,0
ignoreHitPause = 1
[State 8010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1
[State 8010, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 0.3 - (Time * 0.03), 0.5 - (Time * 0.04)
trans = AddAlpha
alpha = 256 - (16 * Time),256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 29
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 0.25 + (0.009375 * Time), 0.25 + (0.009375 * Time)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 18012
ID = 3
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 4
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 0.1 + (Time * 0.02), 0.1 + (Time * 0.02)
trans = AddAlpha
alpha = 256 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 2
removeTime = 15
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 0.2 - (Time * 0.03), 0.2 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8015
ID = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -1
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1
[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(5)
ID = 5
scale = 0.38 - (Time * 0.03), 0.38 - (Time * 0.03)
trans = AddAlpha
alpha = 128 - (20 * Time), 256
[State 8013, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8013
ID = 6
posType = P1
facing = -1
vFacing = -1
sprPriority = 0
removeTime = 10
pauseMoveTime = -1
superMoveTime = -1
[State 8013, Scale P2 Back Explod]
type = ModifyExplod
trigger1= NumExplod(6)
ID = 6
scale = 0.3, 0.3
trans = AddAlpha
alpha = 256 - (32 * Time), 256
[State 8010, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16
[State 8010, End]
type = DestroySelf
trigger1 = Time >= 16
;==============================================================
;==================================CVSA/SYSTEM==========MEMO===
;==============================================================
paste this in your -2 section
Spoiler, click to toggle visibilty
[State -2, Hit Detection]
type = VarSet
trigger1 = MoveContact = 1 && var(30) < 0
var(30) = HitPauseTime
ignoreHitPause = 1
[State -2, Hit Sparks]
type = Helper
triggerAll = MoveContact = 1 && var(30) = HitPauseTime
trigger1 = MoveHit = 1 && NumEnemy
trigger1 = var(33) = 8010 || var(33) = 8013 || var(33) = 8001 ;<--just add (var(33) = 8013) if using in a pots char no need to copy paste all this
trigger2 = MoveGuarded = 1 && NumEnemy
trigger2 = var(34) = 8000 || var(34) = 8001
helperType = Normal
stateNo = ifElse(MoveGuarded, var(34), var(33))
ID = 8000
name = "Spark"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
facing = -1
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1
[State -2, Hit Detection]
type = VarSet
trigger1 = 1
var(30) = -1
[State -2, Hit Detection]
type = VarRangeSet
trigger1 = MoveType = I
trigger2 = MoveType = H && Time
first = 30
last = 36
value = -1
ignoreHitPause = 1
overwrite/paste these lines in your hitdefs
Spoiler, click to toggle visibilty
sparkNo = S-1 + 0 * (var(33) := 8010) ;<----8013 for specials or supers
guard.sparkNo = S-1 + 0 * (var(34) := 8000) ;,----8001 for special guard
sparkXY = -10 + 0 * (var(35) := 64), var(36):= -84
(http://i.imgur.com/G4Lvh87.png)
(http://i.imgur.com/2yvmZtl.png)
(http://i.imgur.com/PhFjI69.png)
For anyone who needs the axis positioning manually...
Spoiler, click to toggle visibilty
8000,0
X axis: 53
Y axis: 116
8001,0
X axis: 62
Y axis: 130
8010,0
X axis: 384
Y axis: 402
8011,0
X axis: 210
Y axis: 201
8012,0 // 8012,1
X axis: 430
Y axis: 402
8013,0
X axis: 10
Y axis: 241
8014,0
X axis: 136
Y axis: 132
8068,3
X axis: 114
Y axis: 80