shiny-cuty-excel-chiffon/data/e140_thrown3.asd

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Common Lisp
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*start
; 触手を消去
[if exp="!f.inBattleMode"]
[eval exp="tf.ctrl.layer.trigger('disappear')"]
[else]
[eval exp="mp.ctrl.layer.trigger('disappear')"]
[endif]
[image id=stThrown1]
[dispsize width=105 height=102]
[state enablemove=false enableattack=false nogravity=true]
[disp left= 0 top=0 opacity=255][wait frame=4]
[ontrigger name=landing target=*landing1]
[move path="(25,0, 25)" xaccel=-1 haccel=-1 frame=3]
[move path="(25,0, 18)" xaccel=0 haccel=-1 frame=6]
[move path="(25,0, 0)" xaccel=1 haccel=1 frame=6]
[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)]
[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)]
[object storage=e012_thrown1_mc rootx=&(sprite.rootX) rooty=&(sprite.rootY+1) altitude=20 inverse=&(sprite.inverse)]
[endif]
[disp left= 0 top=0 opacity=255][wait frame=2]
[disp left= 1 top=0 opacity=255][wait frame=13]
[move path="(60,0,-18)" xaccel=-1 haccel=1 frame=2]
[state enablemove=false enableattack=false nogravity=false]
[disp left= 2 top=0 opacity=255]
; 落下する敵に、敵に対する攻撃力を付加
[effect storage='e010_thrown1_e' return='mp.e' kind='chocolat']
[s]
*landing1
[eval exp="mp.e.layer.trigger('end')" cond="mp.e!==void && isvalid mp.e"]
[playse storage=se211]
[quake frame=10 vmax=5]
[ontrigger name=landing target=*landing2]
[eval exp="sprite.HP-=getAttackStrength(75),sprite.damage.tick=bao.tickCount"]
[image id=stDamage2 num=2]
[dispsize width=114 height=38]
[move path=(17,0,17) haccel=-1 frame=5]
[move path=(17,0,-17) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][hit rect=(2,6,110,38)][wait frame=4]
[disp left=0 top=1 opacity=255][hit rect=(2,6,110,38)]
[s]
*landing2
[ontrigger name=landing target=*landing3]
[move path=(4,0,5) haccel=-1 frame=5]
[move path=(4,0,-5) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][hit rect=(2,6,110,38)]
[s]
*landing3
[if exp="sprite.HP > 0"]
[wait frame=15]
[load id="stStandUp"]
[endif]
[wait frame=20]
[eval exp="sf.enemyKillCount++"]
[del]
[load id=stDown]
;[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]
;
;[del]
;[s]
;