Challenging mod! It's nice to see 3D attacks implemented like this. It's getting boring to see enemies only use 2D attacks. Too bad only certain bosses have these attacks

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I don't know about your character selections but you modified the ripped ones to make them less cheap. And you do not force certain characters to grab. Good work!
I can also see that you pick certain enemies from my mod. Makes me wonder why you leave the rest

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Couple bugs:
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Thank you for the bug reports and suggestions in great detail.
First I must admit there're some drawbacks in this MOD and certainly I'll perfect it.
And I also admit I borrowed too many from other MODs including your CrimeBuster.Little by little I'm going to add my own ripped chars such as Zeroko.
This MOD was published in a rush a little without too much test.As a begginer of OpenBor,my purpose to post it here is that I can hear something from the seniors of OpenBor.
But,perhaps,I should post a Wip or Demo first....
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1. Terry sprite is not properly remapped. Aside of his dodge, his power geyser sprite is also not remapped.
Speaking of remap, you need to do something about icons. Some characters don't have their icon remapped.
Yes,a dozen of frames of Terry's were ripped in wrong color.I have already fixed this.
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2. Maxima's slams are not properly set and there shouldn't be any hitflashes during his slams. Also enemies don't have right pose set. You simply don't know how his grab system works, do you?
Actually I do.I cann't figure out a better way without adding new fall animations.I should add new sprites for new fall animations of each enemy that's a lot of work.
So I still used my defaut fall animation.Besides the frame counts of the fall animations are not always the same.So it looked strange in Maxima's slam.
I'm going to fix this.
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3. Some foods give score although player takes them not in full health.
The score system is like this:Given score = (hp given by item - your lost item)*50 (if below zero then zero) .And if you're full hp :Given score =hp of items*100
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4. Shen attacks out of his range.
I'll check and fix this.
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5. You didn't set group and wait properly, causing 2nd level to work improperly when players run away from enemies instead.
I'm going to fix this.
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6. This mod is missing block flash making it unclear if enemy blocks your attack. ATOV doesn't have block flash FYI.
You got it right.To be fixed.
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7. Enemies could get stuck outscreen due to offscreen obstacles. You have to be careful with obstacle spawning.
Could you tell me in which level?
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8. Although you rip enemies from other mods, try to fix their bug if they have any. Kyosuke's WALK animation is too fast.
To be fixed..
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Movelist is not complete. There are other stuffs which aren't listed in movelist IMO. I think Terry could perform Crack Shoot without pressing Special at the end of his combo.
Yes,Terry can use pressing forward and up to perform specials in the final of his combo to implement air combos.
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I can see that enemies could hit each other. I don't like this considering their stupid AI.
Yes,some stupid enemies can hurt each other but only a few.I think this could make the MOD more fun and interesting.Players can take advantage of this.
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Hitpause makes certain attacks look powerful but combined with above, it becomes a mess. I mean it's funny to see a blast-hitpaused enemy could kill other enemies who touch him/her.
I really like hit pauses because I like the feeling that the attacks look powerful like Sor2.
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The dodge ability is nice but I find it inconsistent. Some characters move up or down but the rest left or right.
Also IMO dodgerising while moving left or right is useless, since enemies could still attack players. This is very contrast to moving up or down which could put player away from enemies.
Well,to distinguish the abilities of characters I set this deliberately.And I don't think moving left and right are useless. They're very useful in close combats esp in boss battles.
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Suggestions:
1. You should disable knockdown on player's respawn with 'nodropen'. It's useless to knockdown enemies considering player will be invincible after respawning. Rapp's movement broke and worst, against Zeroko, it invokes his riseattack.
Speaking of Zeroko, how come there are lots of whirlwind when he's being slammed or grabbed?
To avoid infinite air combos considering the wall of her stage,I set her max air combo count to 7 when being attacked in the air.If she is attacked more than 7 times per turn she'll call the wind...Sorry abt that I'll fixed it.
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2. Although it's more challenging to acquire foods from enemy, you should set more obstacles in levels. Don't treat them as item containers but as obstacles, literally

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3. Don't hesitate to spawn enemies between waits. You have done some but you should do this even more.
4. IMO you shouldn't make Hugo and Andore regular enemy so early. Try wait until at least stage 3. They are challenging enemies but they don't need to be spawned so often.
5. If you think Maxima's Vapor Cannon is too cheap, why don't you give that move MP cost instead? just like Rock's double reppuuken.
6. Senna and Lina could use
landframe to smoothen their FALL animation.
Thanks again with these suggestions.I took it.
Sorry for my bad English....
