

;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
			[statedef 3290];　敵吸い込み
type			= u
movetype		= u
physics			= u
hitdefpersist		= 1
movehitpersist		= 1
hitcountpersist		= 1
[state ]
type = changestate
trigger1 = name = "SpamtonNEO" || ishelper
value = 2147483647
persistent = 256
ignorehitpause = 1


[state ]
type = changestate
trigger1 = playeridexist(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)) = 0
trigger2 = (playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), sysvar(4) & 7) = 1
trigger3 = (playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), sysvar(4) & 7) > 2
trigger4 = (playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), sysvar(4) & 7) = 2
trigger4 = -playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), sysvar(1) >= 40
value = stateno + 1
persistent = 256
ignorehitpause = 1


[state ]
type = changeanim2
trigger1 = 1
value = 2230
ignorehitpause = 1
[state ]
type = sprpriority
trigger1 = 1
value = 1000000005
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = sca
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = 1
statetype = a
movetype = h
physics = n
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0, 0
ignorehitpause = 1


[state , トリガー用]
type = hitfallset
trigger1 = 1
value = var(0)
ignorehitpause = 1
[state ]
type = null
trigger1 = 0 && var(0) := -1 || playeridexist(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23))
trigger1 = 1 || var(0) := enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)
ignorehitpause = 1


[state , 吸い込み]
type = offset
trigger1 = var(0) > -1
trigger1 = (playerid(var(0)), sysvar(4) & 7) = 2
trigger1 = -playerid(var(0)), sysvar(1) = [1, 40)
x = (-pos x + playerid(var(0)), pos x + 10 * playerid(var(0)), facing) * ((-playerid(var(0)), sysvar(1) - 1) / 40.0)
y = (-pos y + playerid(var(0)), pos y + 30) * ((-playerid(var(0)), sysvar(1) - 1) / 40.0) + const(size.mid.pos.y) * (1 - (-playerid(var(0)), sysvar(1) - 1) / 40.0)
ignorehitpause = 1
[state ]
type = offset
trigger1 = var(0) > -1
trigger1 = (playerid(var(0)), sysvar(4) & 7) = 2
trigger1 = -playerid(var(0)), sysvar(1) >= 40
x = -pos x + playerid(var(0)), pos x + 10 * playerid(var(0)), facing
y = -pos y + playerid(var(0)), pos y + 30
ignorehitpause = 1
[state ]
type = angledraw
trigger1 = var(0) > -1
trigger1 = (playerid(var(0)), sysvar(4) & 7) = 2
trigger1 = -playerid(var(0)), sysvar(1) = [1, 40)
scale = 1.0 - 0.9 * ((-playerid(var(0)), sysvar(1) - 1) / 40.0), 1.0 - 0.9 * ((-playerid(var(0)), sysvar(1) - 1) / 40.0)
ignorehitpause = 1
[state ]
type = angleadd
trigger1 = var(0) > -1
trigger1 = (playerid(var(0)), sysvar(4) & 7) = 2
trigger1 = -playerid(var(0)), sysvar(1) = [1, 40)
value = -10


[state ]
type = hitfallset
trigger1 = 1
value = 0 * (var(0) := hitfall)
ignorehitpause = 1
;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
			[statedef 3291];　敵体内
type			= u
movetype		= u
physics			= u
hitdefpersist		= 1
movehitpersist		= 1
hitcountpersist		= 1
[state ]
type = changestate
trigger1 = name = "SpamtonNEO" || ishelper
value = 2147483647
persistent = 256
ignorehitpause = 1


[state ]
type = changestate
trigger1 = playeridexist(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)) = 0
trigger2 = (playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), sysvar(4) & 7) = 1
trigger3 = (playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), sysvar(4) & 7) > 2
value = stateno + 1
persistent = 256
ignorehitpause = 1


[state ]
type = changeanim2
trigger1 = 1
value = 2147483647
ignorehitpause = 1
[state ]
type = sprpriority
trigger1 = 1
value = 1000000005
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = sca
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = 1
statetype = a
movetype = i
physics = n
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0, 0
ignorehitpause = 1
[state ]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1


[state , トリガー用]
type = hitfallset
trigger1 = 1
value = var(0)
ignorehitpause = 1
[state ]
type = null
trigger1 = 0 && var(0) := -1 || playeridexist(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23))
trigger1 = 1 || var(0) := enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)
ignorehitpause = 1


[state ]
type = posset
trigger1 = var(0) > -1
x = playerid(var(0)), pos x + 10 * playerid(var(0)), facing
y = playerid(var(0)), pos y + 30
ignorehitpause = 1


[state ]
type = lifeadd
trigger1 = (playerid(var(0)), sysvar(4) & 7) = 2
trigger1 = -playerid(var(0)), sysvar(1) = 170
value = -ceil(59 * (0.55 - 0.50 * sin((lifemax - life) / (lifemax * 1.0))) * enemy(enemy, name != "SpamtonNEO" && numenemy > 1), fvar(5))
kill = 0
ignorehitpause = 1
[state ]
type = envshake
trigger1 = (playerid(var(0)), sysvar(4) & 7) = 2
trigger1 = -playerid(var(0)), sysvar(1) = 170
freq = 11
ampl = -3
phase = 0
time = 8
ignorehitpause = 1


[state ]
type = hitfallset
trigger1 = 1
value = 0 * (var(0) := hitfall)
ignorehitpause = 1
;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
			[statedef 3292];　敵吐き出し１
type			= u
movetype		= u
physics			= u
hitdefpersist		= 1
movehitpersist		= 1
hitcountpersist		= 1
[state ]
type = changestate
trigger1 = name = "SpamtonNEO" || ishelper
value = 2147483647
persistent = 256
ignorehitpause = 1


[state ]
type = changeanim2
trigger1 = 1
value = 2231
ignorehitpause = 1
[state ]
type = sprpriority
trigger1 = 1
value = 1000000005
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = sca
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = 1
statetype = a
movetype = h
physics = n
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0, 0
ignorehitpause = 1


[state ]
type = turn
trigger1 = facing = enemy(enemy, name != "SpamtonNEO" && numenemy > 1), facing
ignorehitpause = 1
[state ]
type = posset
trigger1 = time = 0
x = playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), pos x + 10 * playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), facing
y = playerid(enemy(enemy, name != "SpamtonNEO" && numenemy > 1), var(23)), pos y + 30
ignorehitpause = 1
[state ]
type = velset
trigger1 = 1
x = -15.0
y = 0
ignorehitpause = 1


[state ]
type = angledraw
trigger1 = time = [0, 15)
scale = 0.1 + 0.9 * (time / 15.0), 0.1 + 0.9 * (time / 15.0)
ignorehitpause = 1
[state ]
type = angledraw
trigger1 = time >= 15
ignorehitpause = 1
[state ]
type = angleadd
trigger1 = 1
value = -10


[state ]
type = hitfalldamage
trigger1 = backedgebodydist <= 0 || frontedgebodydist <= 0 && time > 2
trigger1 = gethitvar(fall.damage)
ignorehitpause = 1
[state ]
type = envshake
trigger1 = backedgebodydist <= 0 || frontedgebodydist <= 0 && time > 2
freq = 95
ampl = 7
time = 15
ignorehitpause = 1
[state ]
type = changestate
trigger1 = backedgebodydist <= 0  || frontedgebodydist <= 0 && time > 2
value = stateno + 1
persistent = 256
ignorehitpause = 1


[state ]
type = selfstate
trigger1 = vel y > 0 && pos y >= 0 || time >= 60
value = 5050
ctrl = 0
ignorehitpause = 1
;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
			[statedef 3293];　敵吐き出し２
type			= u
movetype		= u
physics			= u
hitdefpersist		= 1
movehitpersist		= 1
hitcountpersist		= 1
[state ]
type = changestate
trigger1 = name = "SpamtonNEO" || ishelper
value = 2147483647
persistent = 256
ignorehitpause = 1


[state ]
type = changeanim2
trigger1 = (anim = 2232 && time) = 0
value = 2232
ignorehitpause = 1
[state ]
type = sprpriority
trigger1 = 1
value = 1
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = time <= 1
value = sca
ignorehitpause = 1
[state ]
type = statetypeset
trigger1 = 1
statetype = a
movetype = h
physics = n
ignorehitpause = 1
[state ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state ]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1, 0
ignorehitpause = 1


[state ]
type = velset
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1
[state ]
type = velset
trigger1 = time = 2
x = 1.0
y = -8.0
ignorehitpause = 1
[state ]
type = veladd
trigger1 = time > 2
y = 0.55
ignorehitpause = 1
[state ]
type = posadd
trigger1 = time = 0
y = -(const(size.mid.pos.y) - 65 * !const(size.mid.pos.y))
ignorehitpause = 1
[state ]
type = posfreeze
trigger1 = time <= 1
ignorehitpause = 1


[state ]
type = lifeadd
trigger1 = time = 0
value = -ceil(59 * (0.55 - 0.50 * sin((lifemax - life) / (lifemax * 1.0))) * enemy(enemy, name != "SpamtonNEO" && numenemy > 1), fvar(5))
kill = 0
ignorehitpause = 1


[state ]
type = selfstate
trigger1 = time >= 2 && vel y > 0 && pos y >= 0 || time >= 90
value = 5100
ctrl = 0
ignorehitpause = 1











