shiny-cuty-excel-chiffon/data/e310_throw1.asd

203 lines
12 KiB
Common Lisp
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

*start
[if exp="sprite.clinchPlayer.chara == chrChocolat"]
[load id=stThrow2]
[endif]
[iscript]
//dm("aa " + sprite.targetPlayer);
//dm("bb " + sprite.clinchPlayer);
mp.p = sprite.clinchPlayer;
sprite.holdPlayer(0,1,0);
mp.p.rootX = sprite.rootX;
switch(mp.p.cosState){
case 0:
mp.s = 'e310_throw1';
break;
case 1:
mp.s = 'e311_throw1';
break;
case 2:
mp.s = 'e312_throw1';
break;
case 3:
mp.s = 'e313_throw1';
break;
case 4:
switch(sf.adjCosVariation){
case 6:
mp.s = 'e316_throw1';
break;
case 9:
mp.s = 'e319_throw1';
break;
default:
mp.s = 'e314_throw1';
break;
}
}
mp.p.loadSprite(stDummy);
mp.p.altitude = 20;
mp.p.spriteTableChangeFlag = true;
mp.p.sprites[stClinched] = ['dummy2', 'dummy2', 'dummy2', 'dummy2', 'dummy2'];
mp.p.sprites[stClinchedStruggle] = ['dummy2', 'dummy2', 'dummy2', 'dummy2', 'dummy2'];
mp.p.sprites[stUntangle] = ['p00_recovery', 'p01_recovery', 'p02_recovery', 'p03_recovery', 'p04_recovery'];
mp.p.layer.conductor.mp.noEffectAtRecovery = true;
[endscript]
[state enablemove=false enableAttack=false]
[image storage=&(mp.s+'_1')]
[dispsize width=108 height=104 centerpos=70 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=5]
[image storage=&(mp.s+'_2')]
[dispsize width=120 height=134 centerpos=60 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=5]
[image storage=&(mp.s+'_3')]
[dispsize width=120 height=172 centerpos=60 baseline=0]
[disp left=0 top=0 opacity=255][hit rect="(26,33,105,167)"][wait frame=5]
[move path="(0,0,45)" hAccel=1 frame=6]
[move path="(0,0,-45)" hAccel=-1 frame=6]
[disp left=1 top=0 opacity=255][hit rect="(22,8,102,160)"][wait frame=6]
[iscript]
bao.informLayer.setFace(mp.p, 2);
mp.p.layer.tag_voice(%['storage'=>'a9010']);
kag.bgVoice[0] = 'a9068';
[endscript]
[disp left=1 top=0 opacity=255][hit rect="(22,8,102,160)"][wait frame=4]
[image storage=&(mp.s+'_2')]
[dispsize width=120 height=134 centerpos=60 baseline=0]
[disp left=1 top=0 opacity=255][hit rect="(16,10,114,128)"][attack rect="(13,74,114,129)" strength=20 kind=atkBrowOut][wait frame=2]
[playse storage=se269 buf=1]
;[playse storage="a9105" buf=2]
[quake frame=20 vmax=10]
[eval exp="mp.p.HP-=getDamageRate(mp.p)*45,mp.p.damage.tick=bao.tickCount"]
[jump target=*end cond="mp.p.HP <= 0"]
[iscript]
bao.showIcon('icon_shake', mp.p.chara);
sprite.nowSpriteId = stClinching;
sprite.holdPlayer(0,1,0);
mp.p.clinchedBy = sprite;
mp.p.nowSpriteId = stClinched;
mp.p.clinchedStrength = 200;
[endscript]
[image storage=&(mp.s+'_2')]
[dispsize width=120 height=134 centerpos=60 baseline=0]
[disp left=1 top=0 opacity=255][hit rect="(16,10,114,128)"][attack rect="(13,74,114,129)" strength=20 kind=atkBrowOut][wait frame=3]
[disp left=2 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=3]
[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=8]
*loop
;[eval exp="mp.p.loadSprite(stClinched)"]
;[eval exp="dm(getConstFromSpriteId(mp.p.nowSpriteId))"]
[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4][call target=*check]
[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4][call target=*check]
[eval exp="mp.p.HP -= 2"]
[jump target=*end cond="mp.p.HP <= 0"]
[jump target=*loop]
;[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;
;[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;
;[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;
;[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;
;[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;
;[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;
;[disp left=4 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
;[disp left=3 top=0 opacity=255][hit rect="(16,14,114,128)"][wait frame=4]
*end
[iscript]
kag.bgVoice[0] = '';
kag.se[4].stop();
[endscript]
;投げ捨て
[eval exp="mp.p.rootY=sprite.rootY+1"]
[eval exp="mp.p.inverse=!sprite.inverse"]
[eval exp="mp.p.layer.setInverse()"]
[eval exp="mp.p.layer.opacity=0"]
[eval exp="mp.p.altitude=30"]
[if exp="sprite.inverse"]
[eval exp="mp.p.rootX=sprite.rootX+10"]
[else]
[eval exp="mp.p.rootX=sprite.rootX-10"]
[endif]
[eval exp="sprite.holdPlayerPos=void"]
[eval exp="mp.p.noGravity=false"]
;[if exp="mp.p.HP<=1"]
; [eval exp="mp.p.HP=0"]
;[endif]
[eval exp="mp.p.loadSprite(stDamage2)"]
[eval exp="mp.p.damageFrom=sprite"]
[eval exp="mp.p.damageFromStr='デスオーク'"]
;立ち上がる
[image id=stStandUp num=2]
[dispsize width=100 height=120 centerpos=58 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=10]
[dispsize width=100 height=120 centerpos=59 baseline=0]
[disp left=1 top=0 opacity=255][wait frame=7]
[eval exp="sprite.invincibleCount=15"]
[load id="stStanding"]
*check
[if exp="mp.p.nowSpriteId == stSpecial1"]
[image id=stStandUp num=1]
[dispsize width=116 height=102 centerpos=68 baseline=0]
[disp left=0 top=0 opacity=255][hit rect=(0,0,116,102)][wait frame=6]
[image id=stStandUp num=2]
[dispsize width=100 height=120 centerpos=58 baseline=0]
[disp left=0 top=0 opacity=255][hit rect=(0,0,100,120)][wait frame=6]
[dispsize width=100 height=120 centerpos=59 baseline=0]
[disp left=1 top=0 opacity=255][hit rect=(0,0,100,120)][wait frame=5]
[load id="stStanding"]
[endif]
[return]