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Arnold Shortman (ToonAlexSora007): Creamy edit (Read 5735 times)

Started by Creamy_Goodness, August 03, 2020, 12:56:37 pm
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Arnold Shortman (ToonAlexSora007): Creamy edit
#1  August 03, 2020, 12:56:37 pm
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    • USA
    • creamyg.jdluke.com/

> After about three months of work, I'm finally ready to release my very own edit of ToonAlexSora007's Arnold Shortman character. Arnold is the main protagonist of the Nickelodeon series Hey Arnold that aired back in the 1990s. This is a near complete overhaul of Alex's character, and features improved collision boxes, an updated move set, and a brutal AI amongst other things.

> Rebuilt snd file from scratch and resaved faulty 4011, 0 wav file in Audacity.
> Raised coming down from hit up sprite (5062, 10) by 60 pixels.
> Raised air fall (coming down) animation (5060) by up to 30 pixels.
> Raised air fall (diagup-type, coming down) animation (5062) by up to 30 pixels.
> Standing medium jab (210) now does 20 points of damage instead of 27.
> Standing hard jab (220) now hits only once instead of twice.
> Standing hard jab (220) now does 35 points of damage instead of 41.
> Standing quick rising kick (230) now does 15 points of damage instead of 14.
> Standing hard rising kick (250) now does 40 points of damage instead of 36.
> Crouching quick jab (400) now does 10 points of damage instead of 23.
> Crouching medium jab (410) now does 20 points of damage instead of 45.
> Crouching hard jab (420) now does 30 points of damage instead of 69.
> Crouching quick rising kick (430) now does 10 points of damage instead of 35.
> Medium power slide (450) now does 35 points of damage instead of 65.
> Aerial quick jab (600) now does 15 points of damage instead of 16.
> Aerial double jab (610) now does 25 points of damage instead of 35.
> Aerial convergent punch (620) now does 45 points of damage instead of 55.
> Switched stand light punch animation (200) with 2nd stand light punch animation (202) and renamed 2SLP to quick elbow smash.
> 2nd stand light punch (202) is now performed by QP during quick elbow smash (200) instead of releasing QP after holding it down for QES.
> Control is no longer needed to perform 2nd stand light punch (202).
> Quick elbow smash (200) now does 10 points of damage instead of 15.
> 2nd stand light punch (202) now does 10 points of damage instead of 23.
> Standing medium kick (240) has been replaced with flying knee smash.
> Standing hard rising kick (250) no longer moves Arnold forward.
> Crouching medium kick (440) has been replaced with short power slide.
> ground.velocity of medium power slide (450) is now -2, -3 instead of -3.8, -9.
> air.velocity of aerial medium power slide (450) is now -2, -3 instead of -3.3, -4.
> Throw attempt (800) no longer trips opponent.
> Added pausetime of 15, 15 to throw attempt (800).
> Changed grab sound of throw attempt (800) from S200, 0 to S2, 0
> Throw - Da Kick! (810) has been replaced with throw - baseball bat.
> Jump strong kick (650) now does 50 points of damage instead of 59.
> Jump light kick (630) now uses the diagonal side drop kick animation from jump medium kick (640).
> The second sprite of jump medium kick (640) has been replaced with the second sprite from the original crouching medium kick animation (440).
> Disabled light shoulder assault (1020) and Medium Shoulder Assault (1021).
> Strong shoulder assault (1022) is now performed by entering Running[HP] instead of QCF + QK.
> Strong shoulder assault (1022) now does 60 points of damage instead of 49.
> Flying knee smash (240) is now performed by entering Running[QK] as well as MK.
> Added flying kick running attack (940), which does 40 damage.
> Added long power slide running attack (950), which does 50 damage.
> Disabled most combo attacks.
> Added quick elbow smash (200) five hit combo (QP, QP, MP, MP, HP).
> Light shoulder assault (1020) is now performed by entering HP during stand medium punch (210) instead of QCF + HK.
> Light shoulder assault (1020) now does 30 points of damage instead of 45.
> Added flying knee smash (240) four hit combo (MK or Running[QK], MK, HP, HP).
> Disabled Football Throw specials (1005, 1006, 1007).
> Disabled Camera Shot specials (9993 and 9994).
> Disabled Yo-Yo Fail special (458).
> Water Gun specials (1018, 1030, 1031, 1032) are now performed by entering QCF + P instead of QCB + K.
> Added NumProjID trigger to Water Gun specials (1018, 1030, 1031, 1032), so that Arnold can't use specials while a Water Gun projectile is already present.
> Air Water Gun special (1018) now produces one projectile instead of four.
> Light Water Gun special (1030) now produces one projectile instead of four.
> Medium Water Gun special (1031) now produces three projectiles instead of four.
> Strong Water Gun special (1032) now produces five projectiles instead of four.
> velocity of Air Water Gun special (1018) is now 10, 10 instead of 7, 6.
> velocity of Light Water Gun special (1030) is now 10, 0 instead of 6.
> velocity of Medium Water Gun special (1031) is now 10, 0 instead of 7.
> velocity of Strong Water Gun special (1032) is now 10, 0 instead of 8.
> Air Water Gun special (1018) now does 15 points of damage instead of 29.
> Light Water Gun special (1030) now does 15 points of damage instead of 26.
> Medium Water Gun special (1031) now does 15 points of damage instead of 28.
> Strong Water Gun special (1032) now does 15 points of damage instead of 30.
> Tomato Throw specials (1002, 1003, 1004) are now performed by entering QCB + P instead of F, B, K.
> Disabled air version of Light Tomato Throw special (1002).
> Added NumProjID trigger to Tomato Throw specials (1002, 1003, 1004), so that Arnold can't use specials while a tomato projectile is already present.
> velocity of Light Tomato Throw special (1002) is now 2, -11 instead of 4, -8.1.
> velocity of Medium Tomato Throw special (1003) is now 4.5, -8 instead of 5, -8.1.
> velocity of Strong Tomato Throw special (1004) is now 9, -5 instead of 6, -8.1.
> Medium Tomato Throw special (1003) now does 30 points of damage instead of 32.
> Strong Tomato Throw special (1004) now does 30 points of damage instead of 34.
> Gum Throw special (997) is now performed by entering F, B, QP instead of QCF + QP.
> Added NumHelper trigger to Gum Throw special (997), so that Arnold can't use special while a gum projectile is already present.
> Added P2MoveType trigger to Gum Throw special (997), so that Arnold can't use special while opponent is in gethit-type state.
> Assist Gerald special (6000) now does 50 points of damage instead of 27.
> Disabled Cyrnold super (6015).
> Disabled Bus Summon super (2000).
> Added Around The World super (3600) (Forward, HCF + HP).
> Arnold Kart super (1015) is now performed by entering QCF, QCF + HK instead of QCB + QP + MP.
> Arnold Kart super (1015) now only hits once.
> Arnold Kart super (1015) now costs one power stock instead of two and a half.
> Removed CLSN1 boxes from third and fourth frames of Arnold Kart super (1015).
> Swapped second and third frames of Arnold Kart super (1015).
> Arnold now starts moving forward on the fourth frame of Arnold Kart super (1015) instead of the first frame.
> Removed three out of seven repetitions from animation of Arnold Kart super (1015), reducing the number of frames from 34 to 22.
> Arnold Kart super (1015) now does 150 points of damage instead of 384.
> Motor sound effect (6, 1) will now stop if Arnold Kart super (1015) is interrupted.
> Added Water Machine Gun supers (3700 and 3800) (QCF, QCF + P).
> Hyper Combo super (3500) is now a Level 2 super instead of Level 1.
> Arnold no longer needs to land the initial hit of Hyper Combo super (3500) in order to continue the rest of the attack.
> Hyper Combo super (3500) is now performed by entering HCB, F + HK instead of QCF + QP + MP.
> Hyper Combo super (3500) now does 450 points of damage instead of 261.
> Added Home Run Smash super (4000) (QCB, QCB + HP).
> Forward dodge (720) is now performed by entering  F + QK instead of F + HK.
> Backward dodge (721) is now performed by entering  B + QK instead of B + HK.
> Significantly increased distance of hop backwards (105).
> Quick elbow smash (200) now costs 2 juggle points instead of 1.
> Standing medium jab (210) now costs 3 juggle points instead of 4.
> Standing hard jab (220) now costs 4 juggle points instead of 1.
> Standing quick rising kick (230) now costs 3 juggle points instead of 1.
> Flying knee smash (240) now costs 3 juggle points instead of 4.
> Standing hard rising kick (250) now costs 4 juggle points instead of 5.
> Crouching quick jab (400) now costs 2 juggle points instead of 1.
> Aerial double jab (610) now costs 3 juggle points instead of 1.
> Aerial convergent punch (620) now costs 4 juggle points instead of 1.
> Jump light kick (630) now costs 2 juggle points instead of 3.
> Jump medium kick (640) now costs 3 juggle points instead of 1.
> Gum Throw special (997) now costs 4 juggle points instead of 1.
> Light Tomato Throw special (1002) now costs 3 juggle points instead of 1.
> Medium Tomato Throw special (1003) now costs 4 juggle points instead of 1.
> Strong Tomato Throw special (1004) now costs 5 juggle points instead of 1.
> Light Water Gun special (1030) now costs 3 juggle points instead of 1.
> Medium Water Gun special (1031) now costs 4 juggle points instead of 1.
> Strong Water Gun special (1032) now costs 5 juggle points instead of 1.
> Air Water Gun special (1018) now costs 4 juggle points instead of 1.
> Overhauled collision boxes throughout air file.
> Added Hover Inhibitor, which prevents Arnold from standing in mid-air.
> Arnold's AI now has a 5% chance of using Around The World super (3600) when between 20 and 60 pixels away from the opponent.
> Arnold's AI now has a 5% chance of using Arnold Kart super (1015) when 120 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 5% chance of using Level 1 Water Machine Gun super (3700) when 150 pixels away from the opponent or further.
> Arnold's AI now has a 50% chance of using Level 2 Water Machine Gun super (3800) when 200 pixels away from the opponent or further.
> Arnold's AI now has a 50% chance of using Hyper Combo super (3500) when between 20 and 50 pixels away from the opponent, and opponent is on the ground.
> Arnold's AI now has a 50% chance of using Home Run Smash super (4000) when between 20 and 40 pixels away from the opponent, and opponent is on the ground.
> Arnold's AI now has a 90% chance of canceling Around The World super (3600) into Home Run Smash super (4000).
> Arnold's AI now has a 20% chance of using Light Water Gun special (1030) when 80 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 20% chance of using Medium Water Gun special (1031) when 100 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 20% chance of using Strong Water Gun special (1032) when 120 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using Air Water Gun special (1018) when between 70 and 90 pixels away from the opponent while airborne, and between 70 and 90 pixels above the opponent.
> Arnold's AI now has a 60% chance of using Light Tomato Throw special (1002) when 50 pixels away from the opponent or closer, and opponent is airborne.
> Arnold's AI now has a 20% chance of using Medium Tomato Throw special (1003) when between 100 and 200 pixels away from the opponent.
> Arnold's AI now has a 20% chance of using Strong Tomato Throw special (1004) when 200 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 10% chance of using Gum Throw special (997) when 100 pixels away from the opponent or further, and opponent is on the ground.
> Arnold's AI now has a 10% chance of using Assist Gerald special (6000) when 100 pixels away from the opponent or further.
> Arnold's AI now has a 30% chance of using quick elbow smash (200) when 15 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 90% chance of comboing into 2nd standing light punch (202) after quick elbow smash (200).
> Arnold's AI now has a 90% chance of comboing into back hand medium jab (203) after 2nd standing light punch (202).
> Arnold's AI now has a 30% chance of using standing medium jab (210) when 25 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 90% chance of comboing into standing medium jab (210) after back hand medium jab (203).
> Arnold's AI now has a 90% chance of comboing into light shoulder assault (1020) after standing medium jab (210).
> Arnold's AI now has a 30% chance of using standing hard jab (220) when 40 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 30% chance of using standing quick rising kick (230) when 20 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 30% chance of using flying knee smash (240) when 50 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using using flying knee smash (240) when 70 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold's AI now has a 90% chance of comboing into combo only flying kick (241) after flying knee smash (240).
> Arnold's AI now has a 90% chance of comboing into Blanka Roll (242) after combo only flying kick (241).
> Arnold's AI now has a 90% chance of comboing into splash (243) after Blanka Roll (242)
> Arnold's AI now has a 30% chance of using standing hard rising kick (250) when 25 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching quick jab (400) when 20 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching medium jab (410) when 25 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching hard jab (420) when 25 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using crouching quick rising kick (430) when 20 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using short power slide (440) when 40 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using medium power slide (450) when 50 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Arnold's AI now has a 30% chance of crouching (11) when 50 pixels away from the opponent or closer.
> Arnold's AI now has a 90% chance of using throw attempt (800) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using aerial quick jab (600) when 20 pixels away from the opponent or closer while airborne, and vertically aligned with opponent.
> Arnold's AI now has a 60% chance of using aerial double jab (610) when 15 pixels away from the opponent or closer while airborne, and between 0 and 20 pixels above the opponent.
> Arnold's AI now has a 60% chance of using aerial convergent punch (620) when 15 pixels away from the opponent or closer while airborne, and between 0 and 20 pixels above the opponent.
> Arnold's AI now has a 60% chance of using jump light kick (630) when 25 pixels away from the opponent or closer while airborne, and between 60 and 90 pixels above the opponent.
> Arnold's AI now has a 60% chance of using jump medium kick (640) when 40 pixels away from the opponent or closer while airborne, and vertically aligned with opponent.
> Arnold's AI now has a 60% chance of using jump strong kick (650) when 25 pixels away from the opponent or closer while airborne, and vertically aligned with opponent.
> Arnold's AI now has a 60% chance of using strong shoulder assault (1022) when 50 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using flying kick running attack (940) when 60 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold's AI now has a 60% chance of using long power slide running attack (950) when 70 pixels away from the opponent or closer while running, and opponent is on the ground.
> Arnold Kart super (1015) must now be blocked while crouching or airborne.
> Added custom projhitanim to all Water Gun attacks.





http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Arnold(CGX01).zip
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Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/