Skip to main content

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.

Entry and logic nodes​

NodeSettings and behaviorOutputs
EventSelect an engine event; displays its named values.Event flow
On EventListen for a named event.Event flow
RoutineStart normal character behavior after Startup or Resume Routine.Routine flow
On Enter AreaMatch an entered area by exact name.Match, No Match
On AreaHandle transitions for the selected place.Player Entered, NPC Entered, Player Left, NPC Left
FilterCompare event.<field> or attr.<name> against a value.Match, No Match
Time RangeStart/end as HH:MM. Start included, end excluded; overnight ranges supported. Equal times mean all day.Inside, Outside
Inventory HasCheck inventory for an item.Has, Missing
Entities In RadiusCheck for another living entity inside the owner's collision radius.Empty, Occupied

Movement and combat​

Go To​

Set a named destination and speed multiplier. Done runs after arrival; Error handles an invalid destination, blocked navigation or interrupted movement. Follow Done with an action that needs the character to be there.

Random Walk​

Set an optional area name, step distance, speed multiplier and maximum pause in game minutes. An empty area uses the current area. Outside Area runs if the character is elsewhere; this node does not take them there. Started means wandering began, not that it finished. A maximum pause of zero removes the intentional pause between walks.

Lookout​

Choose a ruleset relationship profile. Reaction and escape distances are integer node settings from 1 to 20, initially populated from ruleset defaults. Watching lets normal behavior continue while the watcher remains active. Target Found interrupts it and sets the shared current target.

Engage Target​

Pursue and attack the current target using a ruleset combat profile. The ruleset controls available attacks, range, costs and cooldowns. Movement uses the character's speed; Lookout supplies the escape distance. Wire Defeated, Target Lost and Cannot Engage to appropriate follow-up behavior, commonly Resume Routine.

Use Action​

Request a ruleset attack once using event.subject, or the current target when no subject is supplied. Done means accepted; Failed means refused, for example due to range or cooldown. The current picker offers attacks targeting characters. This is for graph-initiated actions; ordinary ruleset UI commands already execute their actions directly.

Resume Routine​

Restart normal behavior after a temporary interaction. Connect it after the interaction's completion, rather than after a long-running action's Started output.

State, text and inventory​

NodePurpose
SayDisplay text; supports named event references such as {event.area}.
MessageSend text to the game log with a category; supports event references.
Set AttributeWrite a named attribute with Text, Number, Boolean or Toggle type.
StateSet Alive, Dead, Sleeping or Unconscious. Visibility remains a separate attribute.
TeleportMove the character to a named area, optionally in another region, after the current event finishes.
Player CameraSelect 2D, 2D Grid, Isometric, First Person, First Person Grid or First Person Mouse Look after character creation.
Add ItemAdd an item from ruleset item templates to inventory.
Drop ItemsDrop matching inventory; leave the filter empty to drop everything.
Offer InventoryPresent carried items to the interaction's initiator; an empty filter offers everything.
Set Emit LightFollow Active, force On, or force Off.
Notify InSchedule a named event after a delay in game minutes.

Conversations​

Prompt shows one spoken line and its answers. Each answer has an output labeled with its text; connect it to another Prompt or an action. Done handles dismissal, including walking away, or a line with no available answers. A Prompt offers up to six answers. Each answer also has an optional Show if input. Connect guard nodes there to control whether that answer appears. Multiple guards on one input must all pass.

Blank choice rows keep their output numbers. If conditions hide every answer, the text is shown and Done runs immediately. Only one conversation may be open for a speaker at a time.

Dialog opens a named dialogue from the project's authoring data. Its Opened output runs as soon as the dialogue opens. Use Prompt when the conversation should live in the branch itself.

Quest State branches on the participating player's Not Started, Active or Completed state for a Quest ID. Set Quest starts, completes or resets that quest on the player, with Done, Unchanged and Failed outputs. Quest Guard, Item Guard, and Player Attribute Guard control Prompt answer visibility through Show if inputs. A Quest Guard can also check Not Completed. On an NPC's Intent branch, the participating player is event.subject; on a player graph, the player is the graph owner. Quest IDs use letters, numbers, _ and -; an unset quest is Not Started.

See examples for complete branch layouts.

Party and support​

Join Party recruits this character to the player in event.subject. Done means it joined or already belonged to that party. Failed covers a full party or an unavailable leader. The ruleset sets capacity through [party] max_companions (default 3). Recruitment clears its current target and movement. hide_when_joined optionally hides a companion; this does not change life state or stop its node events.

Leave Party removes this character's membership. Done means it left; Failed means it was not a companion. A companion hidden by hide_when_joined becomes visible again.

Party Damaged exposes event.subject (injured member), event.amount and event.kind. Health Check follows Match when that subject is alive and health is at or below the selected percentage; otherwise it follows Not Match. Health attributes come from the ruleset's attribute roles.

A support branch can be Party Damaged → Health Check (50%) → Use Action (minor_heal). Use Action offers supported entity-targeted attacks and spells from the ruleset; costs, reagents and cooldowns remain ruleset responsibilities.

Set Target sets the normal, highlighted current target from a field such as event.attacker or event.subject. An empty field clears it. Respawn Character restores life state, returns to the recorded spawn and restores ruleset maximum health, without changing optional visibility.

Message can address an event entity through its Recipient field, for example event.subject. Empty addresses the graph owner.