146 lines
8 KiB
Common Lisp
146 lines
8 KiB
Common Lisp
*start
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[if exp="sprite.inverse"]
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[eval exp="sprite.rootX = sprite.targetPlayer.rootX + sprite.centerPos"]
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[else]
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[eval exp="sprite.rootX = sprite.targetPlayer.rootX - layer.asdWidth + sprite.centerPos"]
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[endif]
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[image id=stClinched]
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[dispsize width=34 height=100 centerpos=17 baseline=0]
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[state enablemove=false enableattack=false]
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[disp left= 0 top=0 opacity=255][wait frame=10]
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[eval exp="sprite.altitude+=30"]
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[disp left= 0 top=0 opacity=255][wait frame=1]
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[image id=stThrown4]
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[dispsize width=78 height=78]
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[state enablemove=false enableattack=false]
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[eval exp="sprite.altitude+=40"]
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[ontrigger name=landing target=*landing1]
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[move path="(0,0, 30)" xaccel=0 haccel=-1 frame=4]
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[disp left=0 top=0 opacity=255][wait frame=4]
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[move path="(-60,0,15)" xaccel=1 haccel=-1 frame=3]
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[move path="(-5,0,-15)" xaccel=-1 haccel=1 frame=3]
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[eval exp="sprite.altitude-=20"]
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[disp left=1 top=0 opacity=255][wait frame=6]
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[if exp="sprite.inverse"]
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[eval exp="sprite.rootX = sprite.targetPlayer.rootX - 11"]
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[else]
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[eval exp="sprite.rootX = sprite.targetPlayer.rootX + 11"]
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[endif]
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[eval exp="sprite.altitude-=50"]
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[move path="(0,0,-50)" xaccel=0 haccel=1 frame=3]
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[disp left=2 top=0 opacity=255]
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[s]
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*landing1
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[playse storage=se211]
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[quake frame=10 vmax=8]
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[ontrigger name=landing target=*landing2]
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[eval exp="sprite.HP-=getAttackStrength(85),sprite.damage.tick=bao.tickCount"]
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[disp left=2 top=0 opacity=255]
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[wait frame=9]
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[move path=(-34,0,17) haccel=-1 frame=5]
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[move path=(-34,0,-17) haccel=1 frame=5]
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[adjustX d=40]
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[image id=stThrown2 num=1]
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[dispsize width=72 height=94 centerpos=36 baseline=0]
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[disp left=2 top=0 opacity=255][wait frame=2]
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[image id=stThrown2 num=2]
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[dispsize width=104 height=44 centerpos=52 baseline=-19]
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[disp left=0 top=1 opacity=255]
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[wait frame=5]
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[image id=stThrown2 num=3]
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[dispsize width=112 height=32 centerpos=56 baseline=0]
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[disp left=0 top=0 opacity=255]
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[s]
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*landing2
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[playse storage=se211]
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[image id=stThrown2 num=3]
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[dispsize width=112 height=32 centerpos=56 baseline=0]
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[move path=(-8,0,8) haccel=-1 frame=5]
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[move path=(-8,0,-8) haccel=1 frame=5]
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[disp left=0 top=0 opacity=255][wait frame=2]
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[disp left=0 top=1 opacity=255][wait frame=4]
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[disp left=0 top=0 opacity=255][wait frame=4]
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[move path=(-2,0,3) haccel=-1 frame=5]
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[move path=(-2,0,-3) haccel=1 frame=5]
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[disp left=0 top=0 opacity=255][hit rect="(10,31,102,32)"][wait frame=2]
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[disp left=0 top=2 opacity=255][hit rect="(10,31,102,32)"][wait frame=5]
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[disp left=0 top=0 opacity=255][hit rect="(10,31,102,32)"][wait frame=3]
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[if exp="sprite.HP > 0"]
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[wait frame=15]
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[eval exp="sprite.inverse = layer.inverse = !sprite.inverse"]
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; [load id="stStandUp" label=*start2]
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[image id=stStandUp num=1]
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[dispsize width=96 height=48 centerpos=48 baseline=2]
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[disp left=0 top=1 opacity=255][wait frame=9]
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[disp left=0 top=2 opacity=255][wait frame=7]
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[image id=stStandUp num=2]
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[dispsize width=64 height=76 centerpos=21 baseline=0]
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[disp left=0 top=0 opacity=255][wait frame=7]
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[eval exp="sprite.inverse = !sprite.inverse"]
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[eval exp="layer.inverse = !layer.inverse"]
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[image id=stStanding]
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[dispsize width=54 height=90 centerpos=27 baseline=0]
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[disp left=1 top=0 opacity=255][wait frame=4]
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[adjustX d=8]
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[eval exp="sprite.invincibleCount=10"]
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[load id=stStanding]
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[endif]
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[wait frame=20]
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[eval exp="sf.enemyKillCount++"]
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[del]
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[disp left=0 top=0 opacity=235][wait frame=3]
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[disp left=0 top=0 opacity=215][wait frame=3]
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[disp left=0 top=0 opacity=195][wait frame=3]
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[disp left=0 top=0 opacity=175][wait frame=3]
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[disp left=0 top=0 opacity=155][wait frame=3]
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[disp left=0 top=0 opacity=135][wait frame=3]
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[disp left=0 top=0 opacity=115][wait frame=3]
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[disp left=0 top=0 opacity= 95][wait frame=3]
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[disp left=0 top=0 opacity= 75][wait frame=3]
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[disp left=0 top=0 opacity= 55][wait frame=3]
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[disp left=0 top=0 opacity= 35][wait frame=3]
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[disp left=0 top=0 opacity= 15][wait frame=3]
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[disp left=0 top=0 opacity= 0][wait frame=3]
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[s]
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