; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;-| AI |------------------------------------------------------

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;

;-| Special Motions |------------------------------------------------------

[Command]
name = "ReadyForAction"
command = D,DF,F,a
time = 15

[Command]
name = "Triton"
command = D,DF,F,y
time = 15

[Command]
name = "기술1"
command = ~F, D, F, x
time = 30

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "TheButton"
command = x+z
time = 15

[Command]
name = "FleetOrochi"
command = a+b
time = 15

[Command]
name = "yz"
command = y+z
time = 1

[Command]
name = "bc"
command = b+c
time = 1

[Command]
name = "xa"
command = x+a
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -1]
Type=VarSet
Trigger1=1
var(50)= 10 ;Change the 60 to whatever you want. Take note of this value, as I mention it below.

[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl; and we have control
Trigger1 = random< (var(50)* 35) ; Feel free to change the * 99 to whatever you want, 
value=120

[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard

;---------------------------------------------------------------------------

[State -1, TheButton]
type = ChangeState
value = 10050
triggerall = Var(59) <= 0
triggerall = power >= 3000
Triggerall = NumHelper(10050) = 0
Triggerall = NumHelper(10500) = 0
Triggerall = NumHelper(15000) = 0
trigger1 = command = "TheButton"
trigger1 = ctrl
trigger1 = statetype = S 

[State -1, FleetOrochi]
type = ChangeState
value = 10040
triggerall = Var(59) <= 0
triggerall = power >= 2000
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
trigger1 = command = "FleetOrochi"
trigger1 = ctrl
trigger1 = statetype = S 

[State -1, ReadyForAction]
type = ChangeState
value = 10030
triggerall = Var(59) <= 0
triggerall = power >= 2000
trigger1 = command = "ReadyForAction"
trigger1 = ctrl
trigger1 = statetype = S 

[State -1, 어휴...]
type = ChangeState
value = 10020
triggerall = Var(59) <= 0
triggerall = power >= 1000
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
trigger1 = command = "Triton"
trigger1 = ctrl
trigger1 = statetype = S

[State 0, Helper]
type = Helper
triggerall = Var(59) <= 0
triggerall = power >= 1000
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = command = "yz"
triggerall = alive = 1
trigger1 = ctrl
trigger2 = movetype = H
helpertype = normal ;player
name = "TrueFireAnna"
ID = 10000
stateno = 10010
pos = 75,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.25
size.yscale = 0.25

[State 0, Helper]
type = Helper
triggerall = Var(59) <= 0
triggerall = power >= 1000
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = command = "bc"
triggerall = alive = 1
trigger1 = ctrl
trigger2 = movetype = H
helpertype = normal ;player
name = "LialucardScarlet"
ID = 10000
stateno = 10000
pos = 85,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;달리기
[State -1, 달리기]
type = ChangeState
value = 100
triggerall = Var(59) <= 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;뒤로 달리기
[State -1, 뒤로달리기]
type = ChangeState
value = 105
triggerall = Var(59) <= 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;점프
[State -1, 점프]
type = ChangeState
value = 40
triggerall = Var(59) <= 0
triggerall = command != "xa"
triggerall = command != "기술1"
triggerall = stateno != 100
trigger1 = command = "a"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; 놀리기
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = Var(59) <= 0
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; 펀치
[state -1, 펀치]
type = changestate
value = 200
triggerall = Var(59) <= 0
triggerall = command != "xa"
triggerall = command != "기술1"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "FF"
triggerall = stateno != 100
triggerall = stateno != 210
triggerall = stateno != 800
triggerall = command = "x"
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
; 슈퍼맨
[state -1, 슈퍼맨]
type = changestate
value = 300
triggerall = Var(59) <= 0
triggerall = command != "xa"
triggerall = command != "기술1"
triggerall = command != "holddown"
triggerall = command = "x"
triggerall = stateno = 100
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
; 대쉬점프
[state -1, 대쉬점프]
type = changestate
value = 210
triggerall = Var(59) <= 0
triggerall = command != "xa"
triggerall = command != "기술1"
triggerall = command != "holddown"
triggerall = command = "a"
triggerall = stateno = 100
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
; 먼 발차기가 이리 많아...
[State -1, 어휴...]
type = ChangeState
value = 220
triggerall = Var(59) <= 0
trigger1 = command = "holddown"
trigger1 = command = "x"
trigger1 = ctrl
trigger1 = statetype = A

;---------------------------------------------------------------------------
; 먼 발차기가 이리 많아... 2
[State -1, 어휴...]
type = ChangeState
value = 221
triggerall = Var(59) <= 0
trigger1 = command = "x"
trigger1 = ctrl
trigger1 = statetype = A

;---------------------------------------------------------------------------
; 무적기술
[state -1, 무적기술]
type = changestate
value = 400
triggerall = Var(59) <= 0
triggerall = command != "holddown"
triggerall = command != "기술1"
trigger1 = command = "xa"
trigger1 = power >= 1000
trigger1 = ctrl
trigger1 = statetype = S
trigger1 = statetype != A

;---------------------------------------------------------------------------
; 잡기
[State -1, 잡기]
type = ChangeState
value = 800
triggerall = Var(59) <= 0
triggerall = command != "기술1"
triggerall = command = "x"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 40
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 40
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;---------------------------------------------------------------------------
; 기술1
[state -1, 기술1]
type = changestate
value = 500
triggerall = Var(59) <= 0
triggerall = command = "기술1"
trigger1 = ctrl
trigger1 = statetype = S
trigger1 = statetype != A

;---------------------------------------------------------------------------
; AI

;Alt-AI

[State -1, TheButton]
type = ChangeState
value = 10050
Triggerall = var(59)>0
triggerall = power >= 3000
triggerall = roundstate = 2
Triggerall = NumHelper(10050) = 0
Triggerall = NumHelper(10500) = 0
Triggerall = NumHelper(15000) = 0
triggerall = alive = 1
triggerall = ctrl = 1 || stateno = 60000
trigger1 = statetype = S 
trigger1 = random<var(50) * 25

[State 0, Helper]
type = Helper
triggerall = palno = 12
Triggerall = NumHelper(15000) = 1
Triggerall = var(59)>0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = p2bodydist x = [55,9001]
triggerall = enemynear,stateno != [120,155]
triggerall = alive = 1
trigger1 = ctrl = 1 || stateno = 60000
trigger1 = random<var(50) * 3
trigger2 = movetype = H
trigger2 = random<var(50) * 1.5
helpertype = normal ;player
name = "TrueFireAnna"
ID = 10000
stateno = 10010
pos = 75,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.25
size.yscale = 0.25

[State -1, FleetOrochi]
type = ChangeState
value = 10040
triggerall = palno = 12
Triggerall = NumHelper(15000) = 1
Triggerall = var(59)>0
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = alive = 1
triggerall = ctrl
triggerall = statetype = S 
trigger1 = enemynear,stateno != [120,155]
trigger1 = random<var(50) * 5.5

[State -1, 어휴...]
type = ChangeState
value = 10020
triggerall = palno = 12
Triggerall = NumHelper(15000) = 1
Triggerall = var(59)>0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = alive = 1
triggerall = ctrl = 1 || stateno = 60000
triggerall = statetype = S
trigger1 = enemynear,stateno != [120,155]
trigger1 = random<var(50) * 2

[State 0, Helper]
type = Helper
triggerall = palno = 12
Triggerall = NumHelper(15000) = 1
Triggerall = var(59)>0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = p2bodydist x = [0,9001]
triggerall = alive = 1
trigger1 = ctrl || stateno = 60000
trigger1 = enemynear,stateno != [120,155]
trigger1 = p2bodydist x = [0,300]
trigger1 = random<var(50) * 3
trigger2 = movetype = H
trigger2 = random<var(50) * 1.5
helpertype = normal ;player
name = "LialucardScarlet"
ID = 10000
stateno = 10000
pos = 85,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State -1, ReadyForAction]
type = ChangeState
value = 10030
triggerall = palno = 12
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = alive = 1
triggerall = ctrl = 1 || stateno = 60000
triggerall= statetype = S 
trigger1 = enemynear,stateno != [120,155]
trigger1 = random<var(50) * 1.5
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [0,75]
trigger1 = p2statetype != A

;-----------------------------



[State 0, Helper]
type = Helper
triggerall = palno = [1,11]
Triggerall = var(59)>0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = p2bodydist x = [55,9001]
triggerall = enemynear,stateno != [120,155]
triggerall = alive = 1
trigger1= statetype = S
trigger1 = ctrl = 1 || stateno = 60000
trigger1 = random<var(50) * 2
trigger2 = movetype = H
trigger2 = random<var(50) * 1.5
helpertype = normal ;player
name = "TrueFireAnna"
ID = 10000
stateno = 10010
pos = 75,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.25
size.yscale = 0.25

[State -1, FleetOrochi]
type = ChangeState
value = 10040
triggerall = palno = [1,11]
Triggerall = var(59)>0
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = alive = 1
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = ctrl
triggerall = statetype = S 
trigger1 = enemynear,stateno != [120,155]
trigger1 = random<var(50) * 7.5

[State -1, 어휴...]
type = ChangeState
value = 10020
triggerall = palno = [1,11]
Triggerall = var(59)>0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = alive = 1
triggerall = ctrl = 1 || stateno = 60000
triggerall = statetype = S
trigger1 = enemynear,stateno != [120,155]
trigger1 = random<var(50) * 2

[State -2, AI]
type = ChangeState
value = 400
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = p2stateno != [5110,5120]
triggerall = alive = 1
triggerall= ctrl = 1 || stateno = 60000
trigger1 = random<var(50) * 5
trigger1 = power >= 1000
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [0,75]
trigger1 = p2statetype != A

[State 0, Helper]
type = Helper
triggerall = palno = [1,11]
Triggerall = var(59)>0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = NumHelper(10000) = 0
triggerall = NumHelper(10001) = 0
triggerall = p2bodydist x = [0,9001]
triggerall = alive = 1
trigger1 = ctrl || stateno = 60000
trigger1 = enemynear,stateno != [120,155]
trigger1 = p2bodydist x = [0,300]
trigger1 = random<var(50) * 3
trigger2 = movetype = H
trigger2 = random<var(50) * 1.2
helpertype = normal ;player
name = "LialucardScarlet"
ID = 10000
stateno = 10000
pos = 85,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -1, ReadyForAction]
type = ChangeState
value = 10030
triggerall = palno = [1,11]
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = ctrl = 1 || stateno = 60000 
Triggerall = statetype = S
triggerall = alive = 1
trigger1 = enemynear,stateno != [120,155]
trigger1 = random<var(50) * 4.5
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [0,75]
trigger1 = p2statetype != A


[State -2, AI]
type = ChangeState
value = 221
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = alive = 1
trigger1 = enemynear,stateno != [120,155]
trigger1 = random<var(50) * 75
trigger1 = p2bodydist x = [0,75]
trigger1 = ctrl = 1

[State -1,Jump]
type=changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl = 1 || stateno = 60000
trigger1 = random<var(50) * 0.5
Trigger2 = p2statetype = A <= 65
trigger2 = random<var(50) * 1
value = 40

[State -2, AI]
type = ChangeState
value = 105
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype  = S
triggerall = ctrl = 1 || stateno = 60000
triggerall = alive = 1
trigger1 = random<var(50) * 1
trigger1 = p2bodydist x = [0,50]
trigger2 = (enemynear,hitfall)
trigger2 = random<var(50) * 2
trigger3 = p2stateno = [5110,5120]
trigger3 = random<var(50) * 2

[State -2, AI]
type = ChangeState
value = 60000
Triggerall = var(59)>0
triggerall = roundstate = 2
Triggerall = var(59)>0
triggerall = statetype = S
triggerall = alive = 1
trigger1 = random<var(50) * 95
trigger1 = p2bodydist x = [40,10000]
trigger1 = ctrl = 1

[State AI]
type = ChangeState
value = 200
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = !(enemynear,hitfall)
triggerall = p2stateno != [5110,5120]
triggerall = ctrl || stateno = 60000
triggerall = alive = 1
trigger1 = random<var(50) * 15
trigger1 = p2bodydist x = [0,110]

[State AI]
type = ChangeState
value = 800
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = !(enemynear,hitfall)
triggerall = p2stateno != [5110,5120]
triggerall = ctrl || stateno = 60000
triggerall = alive = 1
trigger1 = random<var(50) * 16
trigger1 = p2bodydist x = [0,40]
trigger2 = enemynear, stateno = [120,155]
trigger2 = random<var(50) * 55

[State -2, AI]
type = ChangeState
value = 220
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = statetype != C
triggerall = statetype != S
triggerall = statetype != L
triggerall = alive = 1
trigger1 = random<var(50) * 35
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [0,300]
trigger1 = p2bodydist y = [20,300]
trigger1 = ctrl = 1

[State -2, AI]
type = ChangeState
value = 300
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = !(enemynear,hitfall)
triggerall = p2stateno != [5110,5120]
triggerall = stateno != 400
triggerall = stateno != 10040
triggerall = alive = 1
trigger1 = random<var(50) * 19
trigger1 = ctrl = 1 || stateno = 60000
trigger1 = p2bodydist x = [0,225]

[State -2, AI]
type = ChangeState
value = 210
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = ctrl = 1 || stateno = 60000
triggerall = alive = 1
trigger1 = random<var(50) * 15
trigger1 = p2bodydist x = [25,200]

[State -2, AI]
type = ChangeState
value = 500
Triggerall = var(59)>0
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = p2stateno != [5110,5120]
triggerall = alive = 1
trigger1 = random<var(50) * 35
trigger1 = ctrl = 1 || stateno = 60000
trigger1 = p2bodydist x = [0,225]

; AI 달리기
[Statedef 60000]
type = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall =  stateno = 60000; and we have control
Trigger1 = random< (var(50)* 95) ; Feel free to change the * 99 to whatever you want, 
value=120

[State 100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






