; S.Lp
[Statedef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 10
sprpriority = 2
faceP2 = 1
[State 200, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1, 1
[State 200, Time Offset]
type = VarSet
trigger1 = moveContact = 1
var(2) = Time
ignorehitpause = 1
persistent = 0
[State 200, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = hitPauseTime = [1,7 - (3 - Var(2))]
value = anim
elem = 3
ignorehitpause = 1
[State 200, hit]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = ceil(ifelse(fvar(11) * 21 < 7, 7, fvar(11) * 21)),0
animtype = Light
air.animtype = back
fall.animtype = back
guardflag = M
hitflag = MAF
air.animtype = back
pausetime = 7,8
sparkno = 0
sparkxy = -10, -82
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 12
ground.velocity = -5.50
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -5
airguard.velocity = -5, 0
air.type = High
air.velocity = -3,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I
[State 200, end]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
This is a simple Standing Light Punch