📄️ Characters and Items
Characters and items are reusable templates. Place an instance in a region to give it a position and, when needed, its own behavior.
📄️ Behavior Nodes
A behavior graph connects events to actions. Nodes carry their settings, and labelled output terminals show the possible outcomes.
📄️ Entity Nodes
Open Entity Nodes under a character or item in the project tree. This graph defines its initial configuration. Behavior Nodes define its reactions to events.
📄️ Events and Values
Choose an event on an Event node to start a branch. These are the named fields exposed by the event picker; read them in Filter using event.field, or insert them into Say/Message with {event.field}.
📄️ Node Reference
The Node List is contextual. Character movement and combat nodes are offered for characters; On Area belongs to an area graph. Hover help explains each node in the editor.
📄️ Character Rigging with Avatars
Rigging in Eldiron lets a character avatar adapt visually to equipped gear:
📄️ Attributes
This chapter lists supported attributes for characters and items in Eldiron.
📄️ Behavior Examples
These examples use the node labels and outputs shown in Creator. Names such as Garden and Office must match places in your project.
📄️ Player Input
This page explains how player input works in Eldiron.
📄️ Input Mapping
For the overall input model, see Player Input.
📄️ Stonefall Dungeon
Open test_projects/StonefallDungeon.eldiron in Creator, or run it with an Eldiron client. The starter catalog includes the same example.