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Ruleset Nodes

Select Game / Rules in the Project tree to edit your game's ruleset. All ruleset authoring uses nodes; you do not need to edit TOML. Each project owns its complete ruleset and keeps an original copy for restoration.

Find And Change A Definition​

The left branch list groups definitions by path. Filter for a name such as training_sword, Warrior, or hit_burst, then select its branch. Only that branch appears on the canvas, keeping the full catalogue out of the way.

Definition, Table, and List nodes contain editable field rows. Change a value inline and press Return to commit text. Field types distinguish text, integer, number, boolean, table, and list values. A formula is a text value in the field that expects it; changing a field's name or type also changes the rules data.

Each key has its own output terminal. Connect a Table or List field to its matching child node. A scalar field uses its inline value unless connected to a matching Set Attribute node. Connections assemble data; they do not execute behavior. List indices start at zero and must remain consecutive.

Use the sidebar's Node List to drag in new nodes. Use Undo/Redo for edits and Tidy to arrange the selected branch. Renaming a field preserves its wire; deleting it disconnects its child, which must be removed or connected elsewhere.

Add Or Remove Game Content​

A Definition root gives a branch its unique path, for example /actions/repair, /races/Robot, or /classes/Engineer. Add its typed fields and connected tables or lists to describe the definition. Copying an existing branch is useful when building a similar definition; give the copy a unique path.

Disable omits a branch without deleting its nodes. Remove deletes the branch. Removing a race, class, profession, item, action, or other referenced definition requires repairing its references too. Validation identifies invalid definitions and references at the top of the canvas.

For a different kind of game, Start Empty checkpoints the current rules and removes all definitions. Add the policies and content your game needs, including attribute defaults and semantic roles. Races, classes, professions, and leveling are optional. Generic definitions can hold custom data, but new data alone does not implement an engine mechanic. See Rules In Eldiron for the fields the runtime understands.

Replace Icons​

Icon fields display their artwork. Click one to open the tile picker and choose a project tile. Inherit clears an optional override. Icon catalogue branches also have a clickable preview; replacing that texture changes the artwork shared by references to that icon. Explicit entity artwork still takes precedence over ruleset defaults.

Edit Particle Effects​

Select a branch under fx / presets. Its Particle FX Preset root sets the preset path, description, duration, and size multiplier, and shows an animated emitter preview. Connect a single chain of particle modules:

ModuleControls
EmissionRate and spread
MotionSpeed range and turbulence
LifetimeParticle lifetime range
SizeParticle radius range
ColorFour color-ramp stops and variation
DirectionDirection and gravity
Spawn AreaPoint, Box, or Surface shape and spawn dimensions
Lifetime CurvesFour size and opacity points over particle lifetime

Color fields show swatches and accept #RRGGBB or #RRGGBBAA. Omitted or disabled modules use emitter defaults. These modules are shared with prefab particle authoring. Actions, spells, and conditions reference presets by name; update those references when renaming or removing a preset. Stage overrides may further change color, density, duration, or size in play.

Test Changes While Playing​

Valid committed edits refresh running and paused Creator games at the next region update, and refresh interactive Help against the accepted ruleset. Current characters keep their health, inventory, position, and quest state. Changed spawn defaults apply to new entities; restart play to test initial setup.

Invalid drafts stay editable and can be saved. An already-running game keeps its last valid rules until you repair the draft. Starting a game from invalid rules is blocked, with startup errors in the log. Check validation after removing or renaming content, then test the affected action or spawn in your game.

Restore Rules​

Before a large change, use Checkpoint and save the project.

ControlResult
Undo/RedoReverses or reapplies ordinary edits
CheckpointSaves the current rules as a recovery snapshot
Restore BranchRestores the selected definition from the preserved original
Restore AllRestores the entire original, including deleted definitions; first checkpoints the discarded draft
RecoverSwaps the current rules with the latest checkpoint
Start EmptyCheckpoints the current rules and removes all definitions

The original and checkpoints travel with the saved project. Restore All restores that project's original even when a later Eldiron release changes the bundled rules. Projects currently own full graphs: automatic upgrades, inherited node deltas, and conflict resolution are not implemented. Changing the ruleset selection in Game Settings does not replace the owned graph.