shiny-cuty-excel-chiffon/data/e010_thrown2.asd

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*start
[state enablemove=false enableAttack=false nogravity=true]
;[if exp="sprite.cosState==1"]
; [eval exp="sprite.cosState = 0"]
; [object storage=e011_thrown1_sw rootx=&(sprite.rootX) rooty=&(sprite.rootY-1) altitude=30 inverse=&(sprite.inverse) exp="mp.mode=1"]
;[elsif exp="sprite.cosState==2"]
; [eval exp="sprite.cosState = 0"]
; [object storage=e012_thrown1_sh rootx=&(sprite.rootX) rooty=&(sprite.rootY-1) altitude=10 inverse=&(sprite.inverse) exp="mp.mode=1"]
; [object storage=e012_thrown1_mc rootx=&(sprite.rootX) rooty=&(sprite.rootY+1) altitude=20 inverse=&(sprite.inverse) exp="mp.mode=1"]
;[endif]
;[adjustX d=33]
[adjustX d=22]
[image num=1]
[dispsize width=82 height=112 centerpos=41 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=3]
[move path="(-18,0,5)" xaccel=-1 haccel=-1 frame=3]
[image num=2]
[dispsize width=136 height=60 centerpos=68 baseline=-20]
[disp left=0 top=0 opacity=255][wait frame=4]
;[move path="(-4,0,-4)" xaccel=-1 haccel=1 frame=2]
;[disp left=0 top=0 opacity=255][wait frame=2]
[state enablemove=false enableAttack=false nogravity=false]
[move path="(-70,0,140)" xaccel=1 haccel=-1 frame=8]
[move path="(-70,0,-140)" xaccel=-1 haccel=1 frame=9]
[disp left=0 top=0 opacity=255][wait frame=5]
[ontrigger name=landing target=*landing]
[image num=3]
[dispsize width=96 height=126 centerpos=48 baseline=30]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=1 top=0 opacity=255][wait frame=2]
[image num=2]
[dispsize width=136 height=60 centerpos=68 baseline=0]
[disp left=0 top=1 opacity=255]
[wait frame=5]
[image num=4]
[dispsize width=148 height=40 centerpos=74 baseline=0]
[disp left=0 top=0 opacity=255]
; 落下する敵に、敵に対する攻撃力を付加
[effect storage='e010_thrown2_e' return='mp.e' kind='chiffon']
[s]
*landing
[eval exp="mp.e.layer.trigger('end')" cond="mp.e!==void && isvalid mp.e"]
[playse storage=se211]
[eval exp="sprite.HP-=getAttackStrength(70),sprite.damage.tick=bao.tickCount"]
[if exp="sprite.HP > 0"]
[playse storage=soldier_damage2_1]
[else]
[playse storage=soldier_dead]
[endif]
[image num=4]
[dispsize width=148 height=40 centerpos=74 baseline=0]
[move path=(-8,0,17) haccel=-1 frame=5]
[move path=(-8,0,-17) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=0 top=1 opacity=255][wait frame=4]
[disp left=0 top=0 opacity=255][wait frame=4]
[move path=(-2,0,5) haccel=-1 frame=5]
[move path=(-2,0,-5) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][hit rect=(2,39,146,40)][wait frame=2]
[disp left=0 top=2 opacity=255][hit rect=(2,39,146,40)][wait frame=5]
[disp left=0 top=0 opacity=255][hit rect=(2,39,146,40)][wait frame=3]
[if exp="sprite.HP > 0"]
[wait frame=15]
[load id="stStandUp2"]
[endif]
[wait frame=20]
[eval exp="sf.cloneKillCount++"]
[eval exp="sf.enemyKillCount++"]
[del]
[disp left=0 top=0 opacity=235][wait frame=3]
[disp left=0 top=0 opacity=215][wait frame=3]
[disp left=0 top=0 opacity=195][wait frame=3]
[disp left=0 top=0 opacity=175][wait frame=3]
[disp left=0 top=0 opacity=155][wait frame=3]
[disp left=0 top=0 opacity=135][wait frame=3]
[disp left=0 top=0 opacity=115][wait frame=3]
[disp left=0 top=0 opacity= 95][wait frame=3]
[disp left=0 top=0 opacity= 75][wait frame=3]
[disp left=0 top=0 opacity= 55][wait frame=3]
[disp left=0 top=0 opacity= 35][wait frame=3]
[disp left=0 top=0 opacity= 15][wait frame=3]
[disp left=0 top=0 opacity= 0][wait frame=3]
[s]
;*start
;
;
;[dispsize width=106 height=103]
;[state enablemove=false enableattack=false]
;
;[ontrigger name=landing target=*landing1]
;
;[disp left=0 top=0 opacity=255][wait frame=4]
;
;[move path="(0,0, 51)" xaccel=1 haccel=-1 frame=2]
;[move path="(-68,0,-51)" xaccel=-1 haccel=1 frame=4]
;[disp left=1 top=0 opacity=255][wait frame=3]
;[disp left=2 top=0 opacity=255][hit rect="(50,24,115,100)"]
;[s]
;
;*landing1
;[playse storage=se211]
;[quake frame=10 vmax=5]
;[ontrigger name=landing target=*landing2]
;
;[eval exp="sprite.HP-=getAttackStrength(70),sprite.damage.tick=bao.tickCount"]
;
;[move path=(-34,0,17) haccel=-1 frame=5]
;[move path=(-34,0,-17) haccel=1 frame=5]
;[s]
;
;*landing2
;[ontrigger name=landing target=*landing3]
;
;[image id=stDamage2]
;[dispsize width=133 height=96]
;
;[disp left=1 top=0 opacity=255][hit rect=(2,59,133,93)]
;[move path=(-8,0,5) haccel=-1 frame=5]
;[move path=(-8,0,-5) haccel=1 frame=5]
;[s]
;
;*landing3
;
;[if exp="sprite.HP > 0"]
; [wait frame=15]
; [load id="stStandUp"]
;[endif]
;
;[wait frame=20]
;[eval exp="sf.cloneKillCount++"]
;[eval exp="sf.enemyKillCount++"]
;[del]
;
;[disp left=1 top=0 opacity=235][wait frame=3]
;[disp left=1 top=0 opacity=215][wait frame=3]
;[disp left=1 top=0 opacity=195][wait frame=3]
;[disp left=1 top=0 opacity=175][wait frame=3]
;[disp left=1 top=0 opacity=155][wait frame=3]
;[disp left=1 top=0 opacity=135][wait frame=3]
;[disp left=1 top=0 opacity=115][wait frame=3]
;[disp left=1 top=0 opacity= 95][wait frame=3]
;[disp left=1 top=0 opacity= 75][wait frame=3]
;[disp left=1 top=0 opacity= 55][wait frame=3]
;[disp left=1 top=0 opacity= 35][wait frame=3]
;[disp left=1 top=0 opacity= 15][wait frame=3]
;[disp left=1 top=0 opacity= 0][wait frame=3]
;
;