shiny-cuty-excel-chiffon/data/e140_thrown4.asd

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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]
[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=66 height=106 centerpos=28 baseline=0]
[state enablemove=false enableattack=false]
[disp left= 0 top=0 opacity=255][wait frame=10]
[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]
[image id=stThrown4]
[dispsize width=106 height=102 centerpos=40]
[state enablemove=false enableattack=false]
[ontrigger name=landing target=*landing1]
[disp left=0 top=0 opacity=255][wait frame=1]
[move path="(-10,0, 60)" xaccel=0 haccel=-1 frame=4]
[disp left=0 top=0 opacity=255][wait frame=4]
[move path="(-50,0,15)" xaccel=1 haccel=-1 frame=3]
[move path="(-5,0,-15)" xaccel=-1 haccel=1 frame=3]
[disp left=1 top=0 opacity=255][wait frame=5]
[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-=10"]
[move path="(0,0,-60)" 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=3]
[dispsize width=90 height=110 centerpos=45 baseline=0]
[disp left=1 top=0 opacity=255][wait frame=2]
[image id=stThrown2 num=2]
[dispsize width=118 height=74 centerpos=59 baseline=0]
[disp left=0 top=1 opacity=255]
[wait frame=5]
[image id=stThrown2 num=4]
[dispsize width=124 height=60 centerpos=62 baseline=2]
[disp left=0 top=0 opacity=255]
[s]
*landing2
[playse storage=se211]
[dispsize width=124 height=60 centerpos=62 baseline=2]
[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="(10,59,114,60)"][wait frame=2]
[disp left=0 top=2 opacity=255][hit rect="(10,59,114,60)"][wait frame=5]
[disp left=0 top=3 opacity=255][hit rect="(10,59,114,60)"][wait frame=3]
[if exp="sprite.HP > 0"]
[wait frame=15]
[load id="stStandUp2"]
[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]
;