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Back in Smash 4, these effects were hidden behind at least 4 or 5 locked doors with their keys hidden in different dimensions, as it felt like. However, much like with other various effects in Smash Ultimate, Toolbox has made editing these effects more than possible (with only 1 or 2 locked doors and estranged keys, still; we'll get to that). Today for your use is Bayonetta with Purple & Green effects, two colors that were the most highly requested back in S4. Purple was a fitting choice as it is the combination of Bayonetta's default colors, Red & Blue. Green was complimentary based on hypothetical colors for what Bayonetta 3 would use as its aesthetic (we now know it's purple, but that game hasn't been talked about in years so we may never actually know). -------------------------------------- Because of how Ultimate handles the colors for costumes, I have provided a total of 4 options for choice. They are as follows. [There is a copy of this list in the download for the sake of convenience.]
"Green 2 Only": Bayonetta's costumes from Bayonetta 2 will have green effects, while costumes from Bayonetta 1 will have vanilla red effects. "Purple 1 Green 2": Costumes from 2 will have green effects and costumes from 1 will have purple effects. Combines both mods. "Purple 1 Only": Costumes from 2 will have vanilla blue effects while costumes from 1 will have purple effects. "Purple 2 Only": Costumes from 2 will have purple effects while costumes from 1 will have vanilla red effects. >There will not be a 5th version created for Blue 2 & Green 1. --------------------------------------
While the mod is now realized in Ultimate, it is not without flaw. As the mod stands, there are a few moves which use supplementary effects that derive their coloration from coding that is not reverse-engineerable at this moment. You may notice remnants of vanilla colorations in some of the shots. That was intentionally displayed as to illustrate this component. However, all major static graphics and attack streaks have had their color correctly changed to match each respective version, so these slight remnants should not pose a total experience-ruining dynamic.
With all that said and done, I hope you enjoy the mod! Please let me know of any errors and I will do my best to rectify them. As for the code-related color inconsistencies, they will be addressed with an update when possible.
A few known issues: Certain supplementary effects such as that of downwards landing ABK's splash, fair 1's air, jab 3's ground sparks, rapid jab's skulls, etc., all use coding to determine certain colors based on costume. Said coding is currently not reverse-engineerable, so access and manipulation is out of reach. When those are resolved, these effects will likely be updated.