-------[Main Notice]--------
-To use this fightFx simply add it to your character FX files or your commonFX files.
-the use is very similar to POTS hitspark system
-A brief explanation on some variables(maps):

map(sys.sparkno)  		# controls the sparkno index
.8010-8014 Hit Sparks
.7200 - Parry Spark

guard.sparkno 			# controls the guard sparkno index, if the move is guarded.
.8000-8002 Guard Sparks

map(sys.hitspark.add) 		#works the same as above, but instead it does not require the move to hit, for the sparkno to be triggered. useful for Throws

map(sys.sparkx.left) 		#minimum spark spawn point as relative to the player position.
map(sys.sparkx.right) 		#maximum spark spawn point as relative to the player position.
map(sys.sparky)			#spark position y as relative to the player position.

map(sys.guardsparkno.scale) 	#controls the scale of guard sparks, Only applies to normal guard sparks, usually used to keep a distinction in size for strength;

map(sys.sparkno.facing) 	#only applies for special sparks, controls the facing of the "back blue spark", that spawns behind your target.
map(sys.sparkno.strength) 	#only applies for special sparks, controls the sprite type of the "back blue spark", that spawns behind your target.

map(sys.ZEROafterimage) 	#Built in after image for covenience.
1 - Z-After Image
2 - X-After Image

-Super Charge Helper StateNo

(Z-ISM)

8500 - LV1
8510 - LV2
8520 - LV3

(X-ISM)
8550 - Super Charge

(V-ISM)
8570 - Custom Combo Charge

(Other)
8590 - Guard Crush
8600 - Zero Counter Charge


------------[ChangeLog]-----------
-2026/06/10
-Added Changelog

