so i was trying to erase and disable some EX moves on various characters (all from Infinite with the same code)[State -1, Reppu Ken]type = ChangeStatevalue=Ifelse((command="ReppuKenEX")&&var(20) <= 60&&power>=500,0,1000)triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<8)triggerall=(var(45)=0&&(command="ReppuKen1")||(command="ReppuKen2")||(command="ReppuKen3")||(command="ReppuKenEX"&&power>=500&&var(20) <= 60))trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])trigger2=var(5)trigger3=(stateno = [200,450]) && movecontact && (command="ReppuKenEX"&&power>=500&&var(20) <= 60)if i just make it like this, i get an error.[State -1, Reppu Ken]type = ChangeStatetriggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<8)triggerall=(var(45)=0&&(command="ReppuKen1")||(command="ReppuKen2")||(command="ReppuKen3"))trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])trigger2=var(5)i also tried it with his Kongoshin move instead of Reppu Ken but i get the same kind of error everytime i try to edit an EX move.i also deleted the EX entries in state.defsso technically the EX moves are deleted from super/hyper state and cmd but when i do that i get this error:Library error message: Died parsing command="KongoshinEX"&&power>=500&&var(20) <= 60))Error detected.Undefined command label: "command".If not misspelling in CNS, check CMDError parsing triggerallError parsing [State -1, Kongoshin]Error in [Statedef -1]Error in Gouken.cmd:825Error loading chars/Gouken/Gouken.defError loading p1when i just delete "KongoshinEX"&&power>=500&&var(20) <= 60))im left with the problem that i have this line:value=Ifelse(command="KongoshinEX"&&var(20) <= 60&&power>=500,1310,1300)i dont know what to edit on that line of code and if i try to delete it completely i get the error that the whole state -1 Kongoshin failed.i managed to make it work with type=null but then the whole move is disabled not just the EX part of it... im clueless, pls somebody help me ^:)^can somebody point me the way how to remove the EX code from this lines?thx in advance and have a nice weekps : post edited to have a better overview of what i already tried
with my editings or without? because i just want to disable the EX part not the entire reppu kenthx for the answer edit : tied that and didnt work. still get an error. sry
i tried it this time with Kongoshin instead of Reppu Ken but i get this error everytime i try to edit an EX move.i also deleted the EX entries in state.defsso technically the EX moves are deleted from super/hyper state and cmd but i get this error:Library error message: Died parsing command="KongoshinEX"&&power>=500&&var(20) <= 60))Error detected.Undefined command label: "command".If not misspelling in CNS, check CMDError parsing triggerallError parsing [State -1, Kongoshin]Error in [Statedef -1]Error in Gouken.cmd:825Error loading chars/Gouken/Gouken.defError loading p1when i just delete "KongoshinEX"&&power>=500&&var(20) <= 60))im left with the problem that i have this line:value=Ifelse(command="KongoshinEX"&&var(20) <= 60&&power>=500,1310,1300)i dont know what to edit on that line of code and if i try to delete it completely i get the error that the whole state -1 Kongoshin failed.i managed to make it work with type=null but then the whole move is disabled not just the EX part of it... im clueless
[State -1, Kongoshin]type=ChangeStatevalue=1300;(command="KongoshinEX"&&var(20) <= 60&&power>=500,1300)triggerall=!AILevel && RoundState=2 && StateType != A && ((command="Kongoshin1"|command="Kongoshin2"|command="Kongoshin3"))trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])trigger2=var(5)
argyone, like Bejeeta mentioned, when you want to get rid of something you can use Null. When you first edited your changestate, you deleted the value. The value HAS to be there. That's why you were getting an error.If using Null gives an error, I usually comment out the entire move rather than deleting it. Like So:Code: ;[State -1, Reppu Ken];type = ChangeState;value=Ifelse((command="ReppuKenEX")&&var(20) <= 60&&power>=500,0,1000);triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<8);triggerall=(var(45)=0&&(command="ReppuKen1")||(command="ReppuKen2")||(command="ReppuKen3")||(command="ReppuKenEX"&&power>=500&&var(20) <= 60));trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]);trigger2=var(5);trigger3=(stateno = [200,450]) && movecontact && (command="ReppuKenEX"&&power>=500&&var(20) <= 60)This is probably the easiest, safest way to get rid of a move. The good part is you can put it back in later if need be. This isn't the best changestate I've seen. Trigger3 has the same checks that are listed in the triggerall. Furthermore it'd seem like ReppuKen 1 2 & 3 will probably be a very similar motion with just X+Y, Y+Z, X+Z being different. This could be consolidated down to just having the same name for the 3 inputs IF they only have the same outcome. As in, all 3 different commands are only used to switch to state 1000. On top of ALL of this, it looks like it switches to state 0....This whole entire changestate is so convoluted it's ridiculous. If you have two values in your changestate, it's probably just easier to make TWO changestates.