shiny-cuty-excel-chiffon/data/e151_thrown2.asd

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*start
[state enablemove=false enableAttack=false nogravity=true]
;[adjustX d=33]
[adjustX d=22]
[image num=1]
[dispsize width=82 height=104 centerpos=41 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=3]
[move path="(-15,0,5)" xaccel=-1 haccel=-1 frame=3]
[image num=2]
[dispsize width=130 height=60 baseline=-15]
[disp left=0 top=0 opacity=255][wait frame=4]
;[move path="(-4,0,-4)" xaccel=-1 haccel=1 frame=2]
;[disp left=0 top=0 opacity=255][wait frame=2]
[move path="(-70,0,140)" xaccel=1 haccel=-1 frame=8]
[move path="(-70,0,-140)" xaccel=-1 haccel=1 frame=9]
[disp left=0 top=0 opacity=255][wait frame=5]
[state enablemove=false enableAttack=false nogravity=false]
[ontrigger name=landing target=*landing]
[image num=3]
[dispsize width=96 height=118 baseline=30]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=1 top=0 opacity=255][wait frame=2]
[image num=2]
[dispsize width=130 height=68 baseline=-15]
[disp left=0 top=1 opacity=255]
[wait frame=5]
[image num=4]
[dispsize width=140 height=40]
[disp left=0 top=0 opacity=255]
; 落下する敵に、敵に対する攻撃力を付加
;[effect storage='e020_thrown2_e' return='mp.e']
[s cond="sprite.altitude>0"]
*landing
[eval exp="mp.e.layer.trigger('end')" cond="mp.e!==void && isvalid mp.e"]
[playse storage=se211]
[eval exp="sprite.HP-=getAttackStrength(70),sprite.damage.tick=bao.tickCount"]
[if exp="sprite.HP>0"]
[playse storage="c9010"]
[else]
[playse storage="c9011"]
[endif]
[image num=4]
[dispsize width=140 height=40]
[move path=(-8,0,17) haccel=-1 frame=5]
[move path=(-8,0,-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=(-2,0,5) haccel=-1 frame=5]
[move path=(-2,0,-5) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][hit rect="(10,39,130,40)"][wait frame=2]
[disp left=0 top=2 opacity=255][hit rect="(10,39,130,40)"][wait frame=5]
[disp left=0 top=0 opacity=255][hit rect="(10,39,130,40)"][wait frame=3]
[if exp="sprite.HP > 0"]
[wait frame=15]
[load id="stStandUp2"]
[endif]
[wait frame=20]
[eval exp="sf.enemyKillCount++"]
[del]
[jump target=*erase cond="f.inBattleMode"]
[s]
*erase
[eval exp="sprite.isBoss = false"]
[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]