shiny-cuty-excel-chiffon/data/e140_thrown5.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]
[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)]
[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]
;持ち上げられる
[move path="(17,0,57)" xAccel=-1 hAccel=-1 frame=5]
[image id=stThrown1]
[dispsize width=105 height=102]
[disp left=0 top=0 opacity=255][wait frame=3]
[image id=stThrown5]
[dispsize width=118 height=80 centerpos=52 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=0 top=0 opacity=255][wait frame=8]
[ontrigger name=thrown target=*thrown]
*loop
;ビリビリ
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=1 top=0 opacity=255][wait frame=2]
[jump target=*fall cond="sprite.targetPlayer.nowSpriteId!=stSpecial3"]
[jump target=*loop]
*thrown
[ontrigger name=landing target=*landing1]
;投げ捨て前の溜め
[move path="(15,0,4)" xaccel=-1 haccel=-1 frame=8]
[disp left=0 top=0 opacity=255][wait frame=12]
;投げ捨て
[move path="(-70,0,-60)" xaccel=-1 haccel=1 frame=6]
[state enablemove=false enableAttack=false nogravity=false]
[image id=stThrown1]
[dispsize width=105 height=102]
[disp left=0 top=0 opacity=255][wait frame=3]
[disp left=2 top=0 opacity=255]
[s]
*landing1
[playse storage=se211]
[quake frame=10 vmax=5]
[ontrigger name=landing target=*landing2]
;[eval exp="sprite.HP-=getAttackStrength(60),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]
;
*fall
[state enablemove=false enableAttack=false nogravity=false]
[ontrigger name=landing target=*fall_landing]
[move path="(0,0,-140)" xaccel=0 haccel=1 frame=9]
[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]
*fall_landing
[playse storage=se211]
[image id=stThrown2 num=4]
[dispsize width=124 height=60 centerpos=62 baseline=2]
[move path=(0,0,17) haccel=-1 frame=5]
[move path=(0,0,-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=(0,0,5) haccel=-1 frame=5]
[move path=(0,0,-5) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=0 top=2 opacity=255][wait frame=5]
[disp left=0 top=4 opacity=255][wait frame=3]
[if exp="sprite.HP > 0"]
[wait frame=15]
[load id="stStandUp2"]
[endif]
[wait frame=20]
[eval exp="sf.enemyKillCount++"]
[del]
[eval exp="sprite.nowSpriteId=stThrown4]
[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]
;