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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 play with.

Features:
  • Customizable aura size, color, style and sound
  • Includes auras from Dragon Ball, Roll the Dice and Sonic's Quest for Power 3
  • Ability to activate 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
  • Compatible with RushChars' Sol form.
srb20009.gif
srb20010.gif
srb20011.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>
    Server-only command. 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 that switches between conditions to activate the aura.
    • Every time the button is pressed, the conditions will alternate between "Never", "Super/Sol Form Only" and "Always". These should be self-explanatory.
  • sfaura_style <id>
    Sets the aura's style. Type sfaura_style list to check all the valid IDs for aura styles.
  • 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.
    • Keep in mind that some aura styles may not be colorable, meaning that this setting won't have effect on them. SFA will inform you of this in that case.
  • sfaura_soundsch <id>
    Sets the sounds that the aura should use. Type sfaura_soundsch 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: the former only makes your aura silent (you will still hear other players' auras), while the latter makes you be unable to hear any aura sounds coming from you or other players.
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 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_color2 <valid skincolor / player / opposite>
    Sets the secondary aura's color.
  • sfaura_style2 <id>
    Sets the secondary aura's sprite.
  • 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_olcolor <valid skincolor/"player"/"opposite">
    Sets the color of the outline.
  • sfaura_olblend <add/substract/multiply>
    Sets the blending mode of the outline.
To add a custom aura style, 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,
    blending = AST_ADD,
    colorable = false,
    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 style from sfaura_style. For this example, it would be sfaura_style custom. The variables are:
  • name: The display name of the aura style. It is only shown when sfaura_style 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; for example, if the aura has three frames, then the value of this variable should be 3.
  • tics: The speed of the aura's animation in tics. The greater this value is, the slower it will be.
  • scale: Optional. The size of the aura as a fixed-point number. Use this if your sprite is either too small or big and you want it to fit with the player's size. If not defined, it's set to FRACUNIT by default.
  • blending: Optional. If your aura's sprite is meant to be used with a certain blending mode, then you can set this variable to an AST_* constant. If not defined, the aura will use the blending mode defined by the sfaura_blendmode settings.
  • colorable: Optional. If your aura's sprites aren't meant to be colorable, then you can set this to false, which will disable the ability to change its color through the sfaura_color commands. If not defined, it's set to true 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: Optional. The scale of the aura's overlay. Must be a fixed-point number just like with scale.
  • overlay_opacity: Optional. The opacity of the aura's overlay. Must be a FF_TRANS* constant. If not defined, it's opaque by default.
  • overlay_blending: Optional. The blending mode of the aura's overlay. Must be an AST_* constant. If not defined, it's set to AST_TRANSLUCENT (normal blending) by default.
  • overlay_rescalable: Optional. Sets if the aura's overlay should be affected by SFA's scaling commands. If not defined, it's 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_soundsch, 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_soundsch 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 played 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.
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)
If you want to go crazy and create your own transformations, 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.
Author
AlanGab2k9
Downloads
15,224
Views
28,366
Extension type
pk3
File size
6.4 MB
MD5 Hash
9203582a67fbcb998d94dc8d3772b3aa
First release
Last update

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Latest updates

  1. v3.4.1 update

    Hello! How's it going? I have made some tweaks to the add-on: Refactored parts of the aura...
  2. v3.4 update

    Hello! How's it going? It's been a while again since the last update; slightly more than a...
  3. v3.3.1 update

    Hello! It's been a very long while since I released v3.3 of Super Form Auras, but here I am now...

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
Upvote 0
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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