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- Character State Module Tutorial -
- Intro and Outro -

    Welcome! In this section we will be briefly talk about Intro and Outro State Modules. They are pretty basic however they have some strict rules to apply so we will be talking about them shortly!

     I am well aware that we eventually need better tutorials on how to make these States (unique Intros, Intro States where Fighters communicate with each other etc) but for now lets just dive into them in case you -really- want to work on an Intro State. If not feel free to skip this part.

 1- Preparation

  • Let's start with preparing the variables in Fighter. Since Intro and Outro State Modules are special cases, they need to be referenced in the Fighter itself.
     

  • Let's make duplicates of the Intro and Outro Template State Modules, rename them and finally assign them as variables!

 2- Intro State

  • There are two main rules for an Intro State to properly work;
     

  • First it should ALWAYS start with "State 190". There is no exception to this and this is a strict rule. Arbitrator always searches for this value to trigger an Intro.
     

  • You can always branch out with various means later on but start should always be the same.

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  • Another rule is about ending the State. Below you will see that "State to Call" has a wider selection and rules. Since UF2D is supporting Swap and Assist mechanics, after an Intro there is a possibility that a Fighter may need to leave the area until they are called back by various ways or reasons. Thats why there is extra conditions that need to be checked.

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  • One more thing about Stage Change is that the "Outro Finished Call" that is linked after "After Addon Trigger".
     

  • This is a Helper that sends a message to Arbitrator of the game that the Intro State is finished and this Fighter is ready to fight!

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  • Note that you MUST start Intro State with State 190 but you do NOT need to end with it. You can change state to 195 for example if it is needed and that your State is complicated. However the "State Change" rules still apply for properly leaving the intro phase.

 3- Outro State

  • There are two main rules for an Outro State to properly work aswell;
     

  • First it should ALWAYS start with "State 181" if the Round is won via Enemy KO, "State 170" if it is a Time Out LOSE and "State 180" if it is a Time Out WIN result. There is no exception to these and this is a strict rule. Arbitrator always searches for these values to trigger Outros.
     

  • You can always branch out with various means later on but start should always be the same.

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  • Another rule is about ending the State but it is much simpler. This time you will another Helper with a similar name; "Outro Finished Call".
     

  • As the name implies, it sends the message to Arbitrator that this Fighter finished its Outro State and its animation.
     

  • Also note that we do NOT have a "Change State" Addon but a "Trigger on Condition" one. Since it is an Outro, we don't need to change our State as all we need to declare is we can just go for the next round or end the game.

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  • Note that you MUST start Outro State with State 170 / 180 / 181 but you do NOT need to end with it. You can change state to 185 for example if it is needed and that your State is complicated. However the "Trigger on Condition" rule still apply for properly leaving the Outrophase.

    This is all for a Intro / Outro States. We will eventually delve deeper into them but feel free to experiment on them as you wish, such as adding a Sound or two. Time to check Light Attacks!

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