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Have you ever wanted to make your Super form have an aura like what you see in Dragon Ball?
If so, then this addon is for you!

Super Form Auras is an addon that gives the player an aura when they transform into their Super form. It includes customization features for you to experiment with.

Features:
  • Customizable aura size, color, sprite and sound
  • Includes around 15 auras from Dragon Ball, Roll the Dice and Sonic's Quest for Power 3
  • Activation of aura even if the player isn't in their Super form
  • Ability to stack a secondary aura alongside the main one
  • Ability to activate an outline around the character's sprites
Note: Some of the GIFs below were recorded using outdated versions of SFA.
srb20002.gif
srb20005.gif
srb20006.gif
srb20010.gif


For those who are new to this addon, you can change the aura's look and sounds by using the following commands:
  • sfaura_sounds <on / off>
    Sets if the client player can hear their and others' aura sounds. You can set this to OFF if the aura sounds annoy you.
  • sfaura_allowsounds <on / off>
    This command is server-only, meaning that it's meant for server hosts. It lets you choose if aura sounds should be played on your server. If set to OFF, no player will ever be able to hear their aura sounds.
  • sfaura_condbutton <none / nextwp / prevwp / fire / firenormal / tossflag / custom1 / custom2 / custom3>
    Sets the button to switch the aura's activation conditions.
    • Every time the button is pressed, the conditions will alternate between "Never", "Super/Sol Form Only" and "Always". These should be self-explanatory.
  • sfaura_preset <id>
    This command lets you change your aura's settings instantly from a list of presets. Type sfaura_preset list to see all the available IDs for presets.
If you need more control over your aura's look and sounds, you can use these commands:
  • sfaura_xscale <values from 0 to 5, decimals allowed>
    Sets the aura's X size (width).
  • sfaura_yscale <values from 0 to 5, decimals allowed>
    Sets the aura's Y size (height).
  • sfaura_xscale2 <values from 0 to 5, decimals allowed>
    Sets the secondary aura's X size.
  • sfaura_yscale2 <values from 0 to 5, decimals allowed>
    Sets the secondary aura's Y size.
  • sfaura_opacity <values from 0 to 10>
    Sets the aura's opacity. The values can range from 0% (invisible) to 100% (fully visible).
  • sfaura_opacity2 <values from 0 to 10>
    Sets the secondary aura's opacity. This option is set to 0% by default, so if you want to activate the second aura, set this to a different value.
  • sfaura_color <valid skincolor / player / opposite>
    Sets the aura's color.
    • player makes your aura's color be the same as your current skincolor.
    • opposite makes your aura's color be the opposite of your current skincolor.
  • sfaura_color2 <valid skincolor / player / opposite>
    Sets the secondary aura's color.
  • sfaura_sprite <id>
    Sets the aura's sprite. Type sfaura_sprite listto check all the valid IDs for aura sprites.
    • Keep in mind that some aura sprites might not be colorizable, meaning that their color isn't affected by sfaura_color.
  • sfaura_sprite2 <id>
    Sets the secondary aura's sprite.
  • sfaura_soundscheme <id>
    Sets the sounds that the aura should use. Type sfaura_soundscheme listto check all the valid IDs for aura sound schemes.
    • Note that using the "None" sound scheme is different from setting sfaura_sounds to OFF, as the former only makes your aura silent (you will still hear other players' auras), but the later makes you be unable to hear any aura sounds coming from you or other players.
  • sfaura_blendmode <normal / add / subtract / difference / multiply>
    Sets the aura's blending mode.
  • sfaura_blendmode2 <normal / add / subtract / difference / multiply>
    Sets the secondary aura's blending mode.
  • sfaura_outline <on / off>
    Sets if the player should have an outline around their character's sprites.
  • sfaura_outlinecolor <valid skincolor / player / opposite>
    Sets the color of the outline.
  • sfaura_outlineblend <add / substract / multiply>
    Sets the blending mode of the outline.
To add a custom aura sprite, you need to create sprites for it and then freeslot them.
You can also make sprites for the aura's extra effects (which will be the aura's overlay sprites).
Then, put this in your addon's script:
Lua:
if not SFA_AuraStyles
    rawset(_G, "SFA_AuraStyles", {})
end

SFA_AuraStyles["custom"] = {
    name = "Custom",
    sprite = SPR_CUST,
    frames = 3,
    tics = 2,
    scale = FRACUNIT,
    overlay = SPR_CUSO,
    overlay_frames = 4,
    overlay_scale = 2*FRACUNIT,
    overlay_opacity = FF_TRANS10,
    overlay_blending = AST_ADD,
    overlay_rescalable = false
}
In this example, "custom" is the ID used to switch to this aura sprite from sfaura_sprite. For this example, it would be sfaura_sprite custom. The variables are:
  • name: The display name of the aura. It is only shown when sfaura_sprite list is used.
  • sprite: The sprite that the aura uses.
  • frames: The number of frames that the aura has. Keep in mind that the value shouldn't start with 0; if the aura has, for example, two frames, then the value of this variable should be 2.
  • tics: The speed of the aura's animation in tics. The more bigger this value is, the slower it will be.
  • scale: The size of the aura in fracunits. Use this if your sprite is either too small or big and you want it to fit with the player's size. If ignored, it will be set by one fracunit by default.
The following variables are used for the aura's overlay sprite. If your aura doesn't have any overlay sprites, you can safely ignore these variables.
  • overlay: The aura's overlay sprite. Must be an SPR_* constant, just like with sprite.
  • overlay_frames: The amount of frames the aura's overlay has. Works in the same way as frames.
  • overlay_tics: The speed of the aura's overlay animation in tics. Works in the same way as tics.
  • overlay_scale: The scale of the aura's overlay. Must be set in fracunits just like with scale.
  • overlay_opacity: The opacity of the aura's overlay. Must be a FF_TRANS* constant. If ignored, it will not have any transparency by default.
  • overlay_blending: The blending mode of the aura's overlay. Must be an AST_* constant. If ignored, it will be set to AST_TRANSLUCENT (normal blending) by default.
  • overlay_rescalable: Sets if the aura's overlay should be affected by SFA's scaling commands. If not defined, it will be set to true by default.
To add a custom aura sound scheme, you must have the sounds ready and freesloted for its use.
Then, put this in your addon's script:
Lua:
if not SFA_SoundSchemes
    rawset(_G, "SFA_SoundSchemes", {})
end

SFA_SoundSchemes["custom"] = {
    name = "Custom",
    transform = sfx_custom,
    passive = sfx_custom,
    detransform = sfx_custom,
    passivetics = 12
}

In this example, "custom" is the ID used to switch to this sound scheme from sfaura_soundscheme, just like what I showcased in the spoiler above. The variables are:
  • name: The display name of the sound scheme. Just like the aura styles, this name is only shown when sfaura_soundscheme list is used.
  • transform: The sound that is played when the aura is activated.
  • passive: The sound that is played while the aura is active.
  • detransform: The sound that is player when the aura disappears.
  • passivetics: The duration in tics of the aura's passive sound. To calculate this, you just take your sound's length in milliseconds, divide it by 1000, multiply it by 35, and then round the result.
To add a custom SFA settings preset, you just have to put this in your LUA script:
Lua:
if not SFA_Presets
    rawset(_G, "SFA_Presets", {})
end

SFA_Presets["custom"] = {
    name = "Custom",
    sfaura_color = "player",
    sfaura_color2 = "player",
    sfaura_sprite = "ssj",
    sfaura_sprite2 = "ssj",
    sfaura_opacity = 10,
    sfaura_opacity2 = 0,
    sfaura_soundscheme = "ssj",
    sfaura_xscale = 1,
    sfaura_yscale = 1,
    sfaura_xscale2 = 1,
    sfaura_yscale2 = 1,
    sfaura_blendmode = "normal",
    sfaura_blendmode2 = "normal",
    sfaura_outline = "off",
    sfaura_outlinecolor = "white",
    sfaura_outlineblend = "add"
}
custom is the ID used to select this preset from sfaura_preset. name is the display name of the preset that appears when sfaura_preset list is used.
Notice that the rest of the variables are named after SFA commands? This means that their value has to be set to one that is accepted by said commands, as sfaura_preset will execute them consecutively after selecting this preset. Remember to format the decimal numbers into a string!
If any of these variables are ignored, sfaura_preset will not execute them.
Seezee: I/O Support Resource (edited)

Dragon Ball: Original auras and sounds overall.

SSG3:
  • Inspiration from Roll the Dice
  • Aura sprites from RtD (they are actually owned by other people, just used in RtD)
SquiddyBoi: A person who also had the idea

Omegasuper: Source of the SSJ aura

raymanleseir: Original source of Roll the Dice's SSJ aura.

Clairebun: L_DecimalFixed and L_FixedDecimal functions

HotDanimus: The original creator of the Ultra Instinct aura sprite used in Roll the Dice

DivinityX: The person who ripped the passive Ultra Instinct aura sounds
Link to the source

Burcol:
  • SSJ, SSJ2, SSJ3, SSBKK and SSR passive aura sounds
  • SSG draining sound
  • SSBKK transform sound
Link to the source

TarloEgnaro: Aura sprites for SSG and the SSGSS forms.

Woothrad and LukasAhl1: Source of the SSJ2 aura overlay (lightning sparks)
https://www.deviantart.com/woothrad/art/Super-Saiyan-2-Wounded-Teen-Gohan-Sprite-Sheet-710947554

LgdVegetto: Creator of the SQFP series and the sprites for BTSS, STHS and THS auras.
I ripped them by downloading the SWF files and then using a program named "JPEXS Free Flash Decompiler".

Buggie: Sonic New's super aura code (edited and used for the player outline feature)
Do you want to create your custom forms? Then you may want to use these addons in conjunction with Super Form Auras!

Super Sprites:
DragonBall Z Transformation ColorPack:
Supercolors (for those who need to change the color of their vanilla Super form):
  • When you interrupt certain passive aura sounds, they get silenced for some seconds (depending on the length of the sound).
  • In OpenGL mode, the characters' followitems are rendered behind the main aura when the player's sprite is in its front view or in its diagonal-front view, causing the followitem to not be visible if the aura's sprite has no transparency inside.
  • The aura might clip through the player model if the aura has no transparency inside and models are enabled in OpenGL, making some body parts look like they disappear.
  • The player outline feature doesn't work properly with character models enabled in OpenGL.
  • Since SRB2 v2.2.14, the player outline is rendered behind the main aura instead of the player. As a workaround, you can use an aura sprite that has transparency inside or reduce the opacity of the aura.
Author
AlanGab2009
Downloads
6,783
Views
14,004
Extension type
pk3
File size
6.4 MB
MD5 Hash
a79c209eaad04aa44e53e96346b6ecd8
First release
Last update

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Latest updates

  1. v3.2a update

    Fixed an error where having sfaura_condbutton set to none would cause problems with SFA settings...
  2. v3.2 update

    Hello! Apologies for taking a lot of time, but here's a new version of Super Form Auras...
  3. v3.1.2b update

    Sorry again, I fixed an issue where the I/O system couldn't load the default settings if the SFA...

Latest reviews

its really cool how this mod changed its better then the past version keep up the good work and all ways follow you'r dreams
Upvote 0
I love how (most of) the aura sprites look, especially that ssj alt one! It's my personal favorite even, I also like the ssj2f one
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I don't know pretty much about Dragon Ball but Superforms look so cool and powerful with this addon. Good job!
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i know nothing about dragon ball but this looks extremely nice
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I'm not really a Dragon Ball fan but this is sick.
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I like this, it certainly makes super forms a bit cooler!
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