CUSTOMIZE
YOUR CHAR FOR THE FATAL MOVES
OF
THE BLACK HEART CHARS WITH:
"DECAPITATION" and
"CUT IN HALF"
My
characters have fatal moves that work better in your char if it’s properly customized. This
customizations require your char to be able to lose its head and be cut in
half. Below you have the tutorial to achieve this by following some simple
steps but remember to backup your char before starting.
DECAPITATION
Decapitation
is used by Peketo, Hashi, Shar-makai and Ananzi.



The first thing is to create the sprites of your char for the customized decapitation.
-You must
create these 8 new sprites 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 sprites 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.
= 9123, 10
= 9123, 11
= 9123, 12
= 9123 , 13
= 9123, 14
The first
sprite must be the same frame you use for “5061,
2 – ADD ANIMATIONS
Open the
AIR file of your char, and add this code:
;--------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------
;---------------------------------------------------------------
;Fatal custom DECAPITATION, Peketo, Ananzi, Hashi and Shar-makai
;---------------------------------------------------------------
;Peketo fatal custom 1
[Begin Action 91230]
5061,0, 0,0, 60
9123,10, 0,0, 200
;Peketo fatal custom 2
[Begin Action 91231]
9123,11, 0,0, 6
9123,12, 0,0, -1
;Peketo fatal custom 3
[Begin Action 91232]
9123,13, 0,0, 4
9123,14, 0,0, -1
;Peketo fatal custom - head 1
[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
;Peketo fatal custom - head 2
[Begin Action 912321]
9123,28, 0,0, -1
;-----------------------------------------------------------------------------------------------
;-----------------------------------------------------------------------------------------------
;-----------------------------------------------------------------------------------------------
Open the
CNS file of your char and add this code wherever you want.
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[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 && anim != 912321
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
;----------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
CUT IN HALF
Cut in half
is used by Animus, Hashi and Shar-makai.



1 – SPECIAL GRAPHICS
The first thing is to create the sprites of your char for the customized cut in half.
-You must
create these 6 new sprites frames.
= 9124, 10
= 9124, 11
= 9124, 20
= 9124, 21
= 9125, 10
= 9125, 11
"9125, 10" is for this moment:

So the part of the char that should be inside Hashi's mouth doesn't come out from below Hashi's head.
2 – ADD ANIMATIONS
Open the
AIR file of your char, and add this code:
;--------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------
;--------------------------------------------------------------------------------------
;------------------------------------------------------
;Fatal custom CUT IN HALF, Animus, Shar-makai and Hashi
;------------------------------------------------------
;animus fatal custom up 1
[Begin Action 91240]
9124,10, 0,0, -1
;animus fatal custom up 2
[Begin Action 91241]
9124,11, 0,0, 1
;animus fatal custom down 1
[Begin Action 91242]
9124,20, 0,0, 1
;animus fatal custom down 2
[Begin Action 91243]
9124,21, 0,0, 1
;hashi fatal custom 1
[Begin Action 91250]
9125,10, 0,0, 100
9125,11, 0,0, 98
;hashi fatal custom 2
[Begin Action 91251]
9124,20, 0,-6, 3
9124,21, 0,-6, -1
;-----------------------------------------------------------------------------------------------
;-----------------------------------------------------------------------------------------------
;-----------------------------------------------------------------------------------------------
Open the
CNS file of your char and add this code wherever you want.
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-----------------
;fatal move Animus
;-----------------
;cortado al medio - piernas (helper)
[Statedef 91241]
type = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 91242
[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 3+(random/500.0)
y = -3
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .4
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = vel y > 0 && pos y > 0
value = 91243
[State 0, VelSet]
type = VelSet
trigger1 = anim = 91243
x = 0
y = 0
[State 0, VelSet]
type = posset
trigger1 = anim = 91243
y = 0
;ondita
[State 0, Explod]
type = Explod
trigger1 = anim = 91243
anim = f 61
pos = 20,0
sprpriority = 0
persistent = 0
[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 91243
time = 10
ampl = -8
persistent = 0
[State 440, 2]
type = PlaySnd
trigger1 = anim = 91243
value = f 7, 1
persistent = 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.