[State stand]
type = HitDef
trigger1 = var(18) = 0
trigger1 = animelem = 3
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = Light ;Light, Medium, Hard, Back, Up, DiagUp
priority = 4,Hit
damage = ceil(cond(var(7)>1,(35.71428571428571*(fvar(13))*fvar(0)),35.71428571428571*fvar(0))),0
pausetime = 6,6
sparkno = S8000
guard.sparkno = S8100
sparkxy = -30,-70
hitsound = s8001,0
guardsound = S8002,0
ground.type = high ;Low, Trip, None
ground.slidetime = 10
ground.hittime = 10
air.hittime = 20
ground.velocity = fvar(20)/2
air.velocity = fvar(20)/2,0
ground.cornerpush.veloff = 0
getpower = 0
ID = 1
[State air]
type = HitDef
trigger1 = var(18) = 1
trigger1 = animelem = 3
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = A ;HLAFD+-
guardflag = MA ;HLA
animtype = back ;Light, Medium, Hard, Back, Up, DiagUp
priority = 4,Hit
damage = ceil((cond(var(7)>1,(35.71428571428571*(fvar(13))*fvar(0)),35.71428571428571*fvar(0)))*1.5),0
pausetime = 6,6
sparkno = S8000
guard.sparkno = S8100
sparkxy = -30,-70
hitsound = s8001,4
guardsound = S8002,0
air.type = high ;Low, Trip, None
air.hittime = 20
air.velocity = fvar(20)/2,0
ground.cornerpush.veloff = 0
fall = 1
ID = 1
I shouldn't complain (Kn generally uses two hitdefs for his Garou conversions, so why should I want to be any better?), but I favor brevity and readability in most situations so I prefer to clear up unnecessary clutter. So the question I have is whether I can feasibly define things such as