shiny-cuty-excel-chiffon/data/e070_thrown4.asd

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