User blog:Legorulez49/How do I add more attacks!?

I swear the only attack I can make work for my character is the light punch and no matter what I do, I can't get any of the other basic attacks to work!

[Statedef 200] type   = S				;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A				;Move-type: A-attack, I-idle, H-gethit physics = S				;Physics: S-stand, C-crouch, A-air juggle = 1				;Number of air juggle points move takes velset = 0,0			;Set velocity (x,y) (Def: no change) ctrl = 0				;Set ctrl (Def: no change) anim = 200				;Change animation (Def: no change) poweradd = 20			;Power to add (Def: 0) sprpriority = 2			;Set layering priority to 2 (in front)
 * Standing Light Punch
 * CNS difficulty: easy

[State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA			;Attribute: Standing, Normal Attack damage = 23, 0			;Damage that move inflicts, guard damage animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA			;Flags on how move is to be guarded against hitflag = MAF			;Flags of conditions that move can hit priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8			;Time attacker pauses, time opponent shakes sparkno = 0				;Spark anim no (Def: set above) sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0			;Sound to play on hit guardsound = 6, 0			;Sound to play on guard ground.type = High		;Type: High, Low, Trip (def: Normal) ground.slidetime = 5		;Time that the opponent slides back ground.hittime = 12		;Time opponent is in hit state ground.velocity = -4		;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High			;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3		;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12			;Time before opponent regains control in air

[State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1

[Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210
 * Standing Medium Punch
 * CNS difficulty: easy
 * Standing Medium Punch
 * CNS difficulty: easy
 * CNS difficulty: easy

[State 210, 1] type = HitDef trigger1 = Time = 0 attr = S, NA			;Attribute: Standing, Normal Attack damage = 23, 0			;Damage that move inflicts, guard damage animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA			;Flags on how move is to be guarded against hitflag = MAF			;Flags of conditions that move can hit priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8			;Time attacker pauses, time opponent shakes sparkno = 0				;Spark anim no (Def: set above) sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0			;Sound to play on hit guardsound = 6, 0			;Sound to play on guard ground.type = High		;Type: High, Low, Trip (def: Normal) ground.slidetime = 5		;Time that the opponent slides back ground.hittime = 12		;Time opponent is in hit state ground.velocity = -4		;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High			;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3		;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12			;Time before opponent regains control in air

[State 210, 5] type = ChangeState trigger1 = animelem = 3 value = 0 ctrl = 1

This is the coding, but it STILL won't work.

Is there any way possible to fix this?