CUSTOMIZE YOUR CHAR TO PEKETO’S FATAL MOVE

 

 

You can customize your own char and adapt him to Peketo’s fatal move so he loses his head too!

 

You just have to follow some simple steps, but remember making backup of all your char before starting this.

 

1 – SPECIAL GRAPHICS

 

 The first thing is to create the sprites of your char for the customized fatal move.

 

-You must create this 8 new frames for the separated head and add them in the SFF of your char with their specific numbers:

 

 = 9123, 20

 = 9123, 21

 = 9123, 22

  = 9123, 23

 = 9123, 24

 = 9123, 25

 = 9123, 26

  = 9123, 27

 

and then one the last one that represents the head once it stops moving:

 

  =  9123, 28

 

for that one I cloned one of the frames I used before for the spinning head, but you can create one different for it.  The AXIS for these graphics goes just in the lower edge of the image  (you should check Peketo’s SFF to be sure)

 

-Now, you must create this 5 graphics for the headless body.

 

 = 9123, 10

 = 9123, 11

 = 9123, 12

 = 9123 , 13

 = 9123, 14

 

The first frame must be the same frame you use for “5061, 0” but headless, and the AXIS must be placed in the same place that that same frame. There you have a guide to place the other 4 frames (again, I recomend to check Peketo’s SFF to be sure). Remember that this graphics use the palettes of your own char, so be carefull if your headless body or head have blood in it. You must have a separated color for the blood in all your palettes.

 

2 – ADD ANIMATIONS

 

Open the AIR file of your char, and add this code:

 

;--------------------------------------------------------------------------------------

;===================

;===================

;FATAL MOVE - PEKETO

;===================

;===================

 

;---------------------------------

;decapitacion - fatal move - P2 - 1

[Begin Action 91230]

5061, 0, 0, 0, 60, ,

9123,10,0,0,200

 

;---------------------------------

;decapitacion - fatal move - P2 - 2 - cae (falls)

[Begin Action 91231]

9123, 11, 0, 0, 6

9123, 12, 0, 0, -1

 

;---------------------------------

;decapitacion - fatal move - P2 - 3 - muerto (dead)

[Begin Action 91232]

9123, 13, 0, 0, 4

9123, 14, 0, 0, -1

 

;---------------------------------

;cabeza rebanada de P2 - 1 - vuela (head flies)

[Begin Action 912320]

9123,20,0,0,5

9123,21,0,0,5

9123,22,0,0,5

9123,23,0,0,5

9123,24,0,0,5

9123,25,0,0,5

9123,26,0,0,5

9123,27,0,0,5

 

;---------------------------------

;cabeza rebanada de P2 - 2 -se queda quieta (head stays still)

[Begin Action 912321]

9123,28,0,0,-1

[Begin Action 9123000]

-1,0,0,0,1 

 

;================================

;================================

;================================

;============== FIN =============

;============== END =============

;================================

;================================

;================================

;-----------------------------------------------------------------------------------------------

 

 

3 – ADD STATES

 

Open the CNS file of your char and add this code wherever you want.

 

 

;-------------------------------------------------------------------------------

;================================

;FATAL MOVE PEKETO - DECAPITACION

;================================

 

;---------------------------------------------------------

;decapitacion - fatal move P2 - 1

[Statedef 91230]

type = S

movetype = H

ctrl = 0

;physics = A

velset = 0, 0

anim = 91230

 

[State 182, 1]

type = screenbound

trigger1 = 1

movecamera = 1,0

value = 1

 

[State 210, Width]

type = Width

trigger1 = alive = 1

value = 50,50

 

;cabeza rebanada

[State 1201, helper]

type = Helper

trigger1 = AnimElem = 2

name = "cabeza"

ID = 4011

stateno = 912320

postype = p1

pos = -5,-34

sprpriority = 7

 

[State 220, 3]

type = changestate

trigger1 = time = 140

value = 91231

ctrl = 0

 

;---------------------------------------------------------

;decapitacion - fatal move P2 - 2

[Statedef 91231]

type = S

movetype = H

ctrl = 0

physics = N

velset = 0, 0

 

[State 700, 10]

type = Changeanim

trigger1 = Time = 0

value = 91231

 

[State 182, 1]

type = screenbound

trigger1 = 1

movecamera = 1,0

value = 1

 

[State 1050, 1]

type = veladd

trigger1 = 1

y = .3

 

[State 3050, 5]

type = sprpriority

trigger1 = 1

value = 1

 

[State 210, Width]

type = Width

trigger1 = alive = 1

value = 50,50

 

[State 700, 10]

type = selfstate

trigger1 = pos Y >= -20 && vel y > 0

value = 5150

ctrl = 0

 

;----------------------------

;decapitado - cabeza (helper)
[Statedef 912320]
type = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
velset = -1,-5
sprpriority = 7
anim = 912320

[State 210, Width]
type = veladd
trigger1 = 1
y = .3

[State 191, Snd 2]
type = PlaySnd
trigger1 = pos Y >= -3 && vel y > 0
value = F7,0
freqmul = 1.3
volume = 100
persistent = 0

[State 220, 3]
type = velset
trigger1 = pos Y >= -3 && vel y > 0
y = -4.8
persistent = 0

[State 220, 3]
type = changeanim
trigger1 = pos Y >= 0 && vel y > 0
value = 912321

[State 0, VelSet]
type = VelSet
trigger1 = anim = 912321
x = 0
y = 0

[State 0, VelSet]
type = posSet
trigger1 = anim = 912321
y = 4

[State 191, Snd 2]
type = PlaySnd
trigger1 = anim = 912321
value = F7,0
freqmul = 1.3
volume = 100
persistent = 0

;================================

;================================

;================================

;============== FIN =============

;============== END =============

;================================

;================================

;---------------------------------------------------------------------

 

4 – MODIFY CNS

 

This is the complicated part.  You must check the CNS of your char and search for the statedef Nº 5150. If you don’t have that state in your char,  then it’s easy. Just add this blue code and youre done!

 

;--------------------------------------------

;MUERTO – (DEAD)

[Statedef 5150, 0]

type = S

ctrl = 0

velset = 0,0

movetype = I

physics = S

sprpriority = 0

 

[State 610, 2]

type = changeanim

triggerall= Anim != 91231

trigger1 = time = 0

value = 5150

 

[State 610, 2]

type = PlaySnd

triggerall= Anim != 91231

trigger1 = time = 0

value = F7,0

 

;===================================

;=====PEKETO'S FATAL MOVE SCTRLS====

;===================================

 

[State 821, 2.2]

type = posset

triggerall= Anim = 91231

trigger1 = 1

y = 0

 

[State 610, 2]

type = changeanim

triggerall= Anim = 91231

trigger1 = time = 0

value = 91232

 

[State 191, Snd 2]

type = PlaySnd

triggerall= Anim = 91232

trigger1 = time = 1

value = F7,0

;---------------------------------------------------------

 

-If you DO have the state 5150, then you must do this:

 

-first of all, search for the line at the beggining data of the state that says “anim = ....” and put a ; in the beggining of that line to ignore it. Then add this controller in the state:

 

[State 0, b]

type = ChangeAnim

triggerall= Anim != 91231

trigger1 = time = 0

value = 5150

 

If the number of the anim you ignored just before wasn’t 5150, then replace the number 5150 in that controller you just added for the same number you ignored.

 

Once you’re done with that, search for every controller in that state and add this trigger in all of them: 

 

triggerall= Anim != 91231

 

this anulates all the sctrls if your char is victim of Peketo’s fatal move, and they shouldn’t be triggered during the move. If once you’re finished with all the tutorial some of those sctrl are still triggering making the move to look odd, change that trigerall you added to the sctrl for this one:

 

triggerall= Anim != 91232

 

Obviously, only change it in the sctrls that are still triggering and not in those that doesn’t trigger any more.

 

Then, in that same state 5150 add this code at the end:

 

;===================================

;=====PEKETO'S FATAL MOVE SCTRLS====

;===================================

 

[State 821, 2.2]

type = posset

triggerall= Anim = 91231

trigger1 = 1

y = 0

 

[State 610, 2]

type = changeanim

triggerall= Anim = 91231

trigger1 = time = 0

value = 91232

 

[State 191, Snd 2]

type = PlaySnd

triggerall= Anim = 91232

trigger1 = time = 1

value = F7,0

;-----------------------------------------------------

That’s it! You did it. If you’re a good programmer and understand all this, you can also add some features, like the head falling further or something like that, but remember not to change anithing from my char Peketo, except for those 2 triggers involving the name of your char.

 

If you make it and it works, write to me at: doctorpupete@hotmail.com  and send me your char with the customized fatal move changes or tell me where to download it, so I can update my Peketo to fit that for future releases making both chars more complete!