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 setup
Connect Event (Startup) → Player Camera (2D Grid) on the Player template. Character selection and player creation remain part of the game's startup flow. Add placement-specific setup to the instance's own Startup branch; both startups run, template first.
Scheduled wandering
Connect Routine → Time Range (14:00–16:00). From Inside, connect Go To (Office) → Done → Random Walk (Office). Give Outside a separate destination or behavior.
Time Range reevaluates routine schedules at boundaries. Random Walk's area setting restricts where it starts, so Go To gets the character into the Office first.
A guard who returns to work
Connect Routine to Lookout, choosing a relationship profile from your ruleset.
- Watching → Go To (Garden) → Done → Random Walk (Garden).
- Target Found → Engage Target.
- Engage Target's Defeated, Target Lost and Cannot Engage → Resume Routine.
Adjust reaction and escape distances on Lookout for the placement. Configure relationships and attack policy in Game / Rules. Set movement speed on the character.
Welcome the player to an area
On the area's graph, connect On Area → Player Entered → Message. NPC entry has a separate output.
Alternatively, on the Player graph, connect Event (Entered) → Filter with Field event.area, Compare Equals and Against Garden. Connect Match to Message with text Welcome to {event.area}.
A conversation
On an NPC graph, connect Event (Intent) → Filter with Field event.intent and Against use. Connect Match to a greeting Prompt. Add an answer row for each reply; its labeled output can connect to another Prompt, an action, or nothing to end the conversation. A Back answer can connect to the greeting Prompt.
For a quest offer, connect a Quest Guard set to bell_below / Not Started to the offer answer's Show if input. Connect that answer's output to Set Quest (bell_below / Active), then Message or Add Item. A later answer can use a Quest Guard set to Active and connect to Set Quest (Completed). Mara's branch combines a Quest Guard, Player Attribute Guard and Item Guard on her reward answers. Each player's state is independent. Connect an action's output to a Prompt if the conversation should continue. End the interaction with Resume Routine when the character should return to work.
Death and return
A character death branch can use Event (Death) → Drop Items → State (Alive) → Teleport (Start). Choose the destination region if necessary. Decide separately whether to restore attributes such as health and whether inventory should be dropped. Use the dedicated State node for lifecycle changes; hiding a character is not the same as killing it.
Player attacks
Bind an input or screen button to rules.basic_attack. The ruleset handles the action. No Player attack node chain is required. Use Player nodes for reactions such as Kill → Message, or Entered → Teleport.