Enemy Recipes
These 21 recipes cover distinct classic mechanics; numeric changes and content-reference swaps are treated as the same mechanism, and every entry includes an editable GCS FlowGraph
Recipe overview
| # | Mechanism | What it builds |
|---|---|---|
| 1 | Split at Half HP | Replace the normal action with split behavior below 50% HP |
| 2 | Escape Countdown | Telegraph an escape, then remove the enemy when the countdown completes |
| 3 | Steal and Exhaust a Card | Choose 1 random card from the player's hand and move it to the exhaust pile |
| 4 | Opening Status or Battle Rule | Run a persistent status or battle-wide rule once when the enemy behavior graph first starts |
| 5 | Mode Shift at HP Threshold | Switch from a normal attack pattern to a defensive phase below the HP threshold |
| 6 | Deterministic Intent Sequence | Cycle through attack, defense, buff, and other enemy intents in a fixed order |
| 7 | Weighted Random Intents | Choose the next enemy intent from several options by weight |
| 8 | HP-Threshold Boss Phases | Switch boss phases and available actions according to HP percentage |
| 9 | Opening Move and Periodic Special | Run one opening move, then use a special action every N turns and a normal action on the remaining turns |
| 10 | Charge, Countdown, and Delayed Attack | Show a charge intent first, then resolve the attack during the enemy phase after the countdown completes |
| 11 | Summon, minions, and reinforcement waves | Summon minions or add the next wave while limiting how many matching units can remain on the field |
| 12 | Sacrifice an Ally and Revive | Sacrifice a random allied unit, then revive a target or gain a large payoff |
| 13 | Enrage and Scaling Over Time | Keep granting strength, armor, regeneration, or another resource after each enemy action |
| 14 | Combat-Property Targeting | Select the lowest-HP, highest-armor, or otherwise prioritized target from a unit collection |
| 15 | Per-Target Chained Action | Iterate through multiple targets and resolve a complete action on each target in order |
| 16 | Hand Disruption and Curses | Randomly discard cards, change costs, transform cards, or add curses to the player's piles |
| 17 | Deck Top, Bottom, and Shuffle Control | Move cards from discard, place chosen cards at the top or bottom of the draw pile, and control shuffling |
| 18 | Battle Combo Meter | Track cards played in a battle variable, then read or spend the combo count in other FlowGraphs |
| 19 | Cross-Graph Internal Event | Use GCS internal events to trigger card, status, and enemy FlowGraphs from one another |
| 20 | External GES Event | Use GES events to connect FlowGraph with UI, quests, scene systems, or other game code |
| 21 | Boss Phase Broadcast | Broadcast a phase change to UI, music, scene mechanics, and statuses when HP crosses a phase threshold |
Open a mechanism to see its effect, node connections, and complete FlowGraph; click the graph on the right to zoom in
Split at Half HP
Effect
Replace the normal action with split behavior below 50% HP.
Node connections
On Enemy Behavior Start.Out → HP Threshold Pattern.In: Runs HP Threshold Pattern when On Enemy Behavior Start fires.HP Threshold Pattern.Branch0 → Leaf Intent (1).In: Enters Leaf Intent (1) when condition branch 1 matches.HP Threshold Pattern.Default → Leaf Intent (2).In: Enters Leaf Intent (2) when no other branch matches.Leaf Intent (1).Out → Sequence.In: Enters Sequence after Leaf Intent (1) completes.Sequence.Step0 → Spawn Unit (1).In: Runs ordered branch 1 and enters Spawn Unit (1).Sequence.Step1 → Spawn Unit (2).In: Runs ordered branch 2 and enters Spawn Unit (2).Leaf Intent (2).Out → Deal Damage.In: Enters Deal Damage after Leaf Intent (2) completes.
Node configuration
HP Threshold PatternThresholds = [50]: Defines the HP percentages at which the behavior changes branch.
Leaf Intent (1)Intent = Special: Selects the enemy intent represented by this leaf.
Leaf Intent (2)Intent = Attack: Selects the enemy intent represented by this leaf.
SequenceOutputs = 2: Sets the number of ordered control-flow branches.
Spawn Unit (1)Unit = Split Spawn: Selects the unit asset spawned by this node.Max On Field = 2: Prevents the spawn when this many matching units are already present.
Spawn Unit (2)Unit = Split Spawn: Selects the unit asset spawned by this node.Max On Field = 2: Prevents the spawn when this many matching units are already present.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 8: Uses 8 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.

Escape Countdown
Effect
Telegraph an escape, then remove the enemy when the countdown completes.
Node connections
On Enemy Behavior Start.Out → Every N Turns.In: Runs Every N Turns when On Enemy Behavior Start fires.Every N Turns.Body → Leaf Intent.In: Enters Leaf Intent for each loop iteration.Leaf Intent.Out → Kill Unit.In: Enters Kill Unit after Leaf Intent completes.Self Unit.Unit → Kill Unit.Target: Passes Self Unit.Unit into Kill Unit.Target.
Node configuration
Every N TurnsN = 3: Sets the interval between recurring executions.
Leaf IntentIntent = Special: Selects the enemy intent represented by this leaf.
Kill UnitTarget = Opponent: Driven at runtime by Self Unit.Unit; this value is only the unconnected fallback.

Steal and Exhaust a Card
Effect
Choose 1 random card from the player's hand and move it to the exhaust pile.
Node connections
On Enemy Behavior Start.Out → Leaf Intent.In: Runs Leaf Intent when On Enemy Behavior Start fires.Leaf Intent.Out → Move Cards.In: Enters Move Cards after Leaf Intent completes.Card Piles.Cards → Random Elements.Collection: Passes Card Piles.Cards into Random Elements.Collection.Random Elements.Result → Move Cards.Cards: Passes Random Elements.Result into Move Cards.Cards.
Node configuration
Leaf IntentIntent = Debuff: Selects the enemy intent represented by this leaf.
Card PilesPile = Hand: Selects the source or destination card pile.
Random ElementsKind = Card: Selects the data, collection, choice, or hook value type handled by this node.Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
Move CardsCards = ThisCard: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.Pile = Exhaust: Selects the source or destination card pile.Position = Top: Selects where cards are inserted in the destination pile.

Opening Status or Battle Rule
Effect
Run a persistent status or battle-wide rule once when the enemy behavior graph first starts.
Node connections
On Enemy Behavior Start.Out → Once Per Battle.In: Runs Once Per Battle when On Enemy Behavior Start fires.Once Per Battle.Body → Change Status.In: Enters Change Status for each loop iteration.
Node configuration
Change StatusTarget = Self: Targets the source unit itself.Status = Flight: Reads or changes the Flight status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 3: Uses 3 as the example value; replace it with the amount required by the card.

Mode Shift at HP Threshold
Effect
Switch from a normal attack pattern to a defensive phase below the HP threshold.
Node connections
On Enemy Behavior Start.Out → HP Threshold Pattern.In: Runs HP Threshold Pattern when On Enemy Behavior Start fires.HP Threshold Pattern.Branch0 → Leaf Intent (1).In: Enters Leaf Intent (1) when condition branch 1 matches.HP Threshold Pattern.Default → Leaf Intent (2).In: Enters Leaf Intent (2) when no other branch matches.Leaf Intent (1).Out → Change Armor.In: Enters Change Armor after Leaf Intent (1) completes.Leaf Intent (2).Out → Deal Damage.In: Enters Deal Damage after Leaf Intent (2) completes.
Node configuration
HP Threshold PatternThresholds = [50]: Defines the HP percentages at which the behavior changes branch.
Leaf Intent (1)Intent = Buff: Selects the enemy intent represented by this leaf.
Leaf Intent (2)Intent = Attack: Selects the enemy intent represented by this leaf.
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 20: Uses 20 as the example value; replace it with the amount required by the card.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 10: Uses 10 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.

Deterministic Intent Sequence
Effect
Cycle through attack, defense, buff, and other enemy intents in a fixed order.
Node connections
On Enemy Behavior Start.Out → Sequence Pattern.In: Runs Sequence Pattern when On Enemy Behavior Start fires.Sequence Pattern.Step0 → Leaf Intent (1).In: Runs ordered branch 1 and enters Leaf Intent (1).Sequence Pattern.Step1 → Leaf Intent (2).In: Runs ordered branch 2 and enters Leaf Intent (2).Sequence Pattern.Step2 → Leaf Intent (3).In: Runs ordered branch 3 and enters Leaf Intent (3).Leaf Intent (1).Out → Deal Damage.In: Enters Deal Damage after Leaf Intent (1) completes.Leaf Intent (2).Out → Change Armor.In: Enters Change Armor after Leaf Intent (2) completes.Leaf Intent (3).Out → Change Status.In: Enters Change Status after Leaf Intent (3) completes.
Node configuration
Sequence PatternRepeat Counts = [1, 2, 1]: Sets how many times each sequence entry repeats.
Leaf Intent (1)Intent = Attack: Selects the enemy intent represented by this leaf.
Leaf Intent (2)Intent = Defend: Selects the enemy intent represented by this leaf.
Leaf Intent (3)Intent = Buff: Selects the enemy intent represented by this leaf.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 10: Uses 10 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 8: Uses 8 as the example value; replace it with the amount required by the card.
Change StatusTarget = Self: Targets the source unit itself.Status = Strength: Reads or changes the Strength status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.

Weighted Random Intents
Effect
Choose the next enemy intent from several options by weight.
Node connections
On Enemy Behavior Start.Out → Weighted Random Pattern.In: Runs Weighted Random Pattern when On Enemy Behavior Start fires.Weighted Random Pattern.Branch0 → Leaf Intent (1).In: Enters Leaf Intent (1) when condition branch 1 matches.Weighted Random Pattern.Branch1 → Leaf Intent (2).In: Enters Leaf Intent (2) when condition branch 2 matches.Weighted Random Pattern.Branch2 → Leaf Intent (3).In: Enters Leaf Intent (3) when condition branch 3 matches.Leaf Intent (1).Out → Deal Damage.In: Enters Deal Damage after Leaf Intent (1) completes.Leaf Intent (2).Out → Change Status.In: Enters Change Status after Leaf Intent (2) completes.Leaf Intent (3).Out → Change Energy.In: Enters Change Energy after Leaf Intent (3) completes.
Node configuration
Weighted Random PatternWeights = [60, 25, 15]: Sets the relative selection weight of each random branch.
Leaf Intent (1)Intent = Attack: Selects the enemy intent represented by this leaf.
Leaf Intent (2)Intent = Debuff: Selects the enemy intent represented by this leaf.
Leaf Intent (3)Intent = Special: Selects the enemy intent represented by this leaf.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 9: Uses 9 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.
Change StatusTarget = Opponent: Uses the enemy currently selected by the card or behavior.Status = Weak: Reads or changes the Weak status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
Change EnergyMode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.

HP-Threshold Boss Phases
Effect
Switch boss phases and available actions according to HP percentage.
Node connections
On Enemy Behavior Start.Out → HP Threshold Pattern.In: Runs HP Threshold Pattern when On Enemy Behavior Start fires.HP Threshold Pattern.Branch0 → Leaf Intent (1).In: Enters Leaf Intent (1) when condition branch 1 matches.HP Threshold Pattern.Branch1 → Leaf Intent (2).In: Enters Leaf Intent (2) when condition branch 2 matches.HP Threshold Pattern.Branch2 → Leaf Intent (3).In: Enters Leaf Intent (3) when condition branch 3 matches.HP Threshold Pattern.Default → Leaf Intent (4).In: Enters Leaf Intent (4) when no other branch matches.Leaf Intent (1).Out → Deal Damage.In: Enters Deal Damage after Leaf Intent (1) completes.Leaf Intent (2).Out → Change Status (1).In: Enters Change Status (1) after Leaf Intent (2) completes.Leaf Intent (3).Out → Change Status (2).In: Enters Change Status (2) after Leaf Intent (3) completes.Leaf Intent (4).Out → Change Armor.In: Enters Change Armor after Leaf Intent (4) completes.
Node configuration
HP Threshold PatternThresholds = [25, 50, 75]: Defines the HP percentages at which the behavior changes branch.
Leaf Intent (1)Intent = Attack: Selects the enemy intent represented by this leaf.
Leaf Intent (2)Intent = Buff: Selects the enemy intent represented by this leaf.
Leaf Intent (3)Intent = Debuff: Selects the enemy intent represented by this leaf.
Leaf Intent (4)Intent = Defend: Selects the enemy intent represented by this leaf.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 24: Uses 24 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.
Change Status (1)Target = Self: Targets the source unit itself.Status = Strength: Reads or changes the Strength status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.
Change Status (2)Target = Opponent: Uses the enemy currently selected by the card or behavior.Status = Frail: Reads or changes the Frail status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 12: Uses 12 as the example value; replace it with the amount required by the card.

Opening Move and Periodic Special
Effect
Run one opening move, then use a special action every N turns and a normal action on the remaining turns.
Node connections
On Enemy Behavior Start.Out → Once Per Battle.In: Runs Once Per Battle when On Enemy Behavior Start fires.Once Per Battle.Body → Leaf Intent (1).In: Enters Leaf Intent (1) for each loop iteration.Once Per Battle.Done → Every N Turns.In: Enters Every N Turns after the loop or batch completes.Every N Turns.Body → Leaf Intent (2).In: Enters Leaf Intent (2) for each loop iteration.Every N Turns.Done → Leaf Intent (3).In: Enters Leaf Intent (3) after the loop or batch completes.Leaf Intent (1).Out → Change Status.In: Enters Change Status after Leaf Intent (1) completes.Leaf Intent (2).Out → Deal Damage (1).In: Enters Deal Damage (1) after Leaf Intent (2) completes.Leaf Intent (3).Out → Deal Damage (2).In: Enters Deal Damage (2) after Leaf Intent (3) completes.
Node configuration
Every N TurnsN = 3: Sets the interval between recurring executions.
Leaf Intent (1)Intent = Debuff: Selects the enemy intent represented by this leaf.
Leaf Intent (2)Intent = Special: Selects the enemy intent represented by this leaf.
Leaf Intent (3)Intent = Attack: Selects the enemy intent represented by this leaf.
Change StatusTarget = Opponent: Uses the enemy currently selected by the card or behavior.Status = Weak: Reads or changes the Weak status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
Deal Damage (1)Target = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 18: Uses 18 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.
Deal Damage (2)Target = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 7: Uses 7 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.

Charge, Countdown, and Delayed Attack
Effect
Show a charge intent first, then resolve the attack during the enemy phase after the countdown completes.
Node connections
On Enemy Behavior Start.Out → Leaf Intent.In: Runs Leaf Intent when On Enemy Behavior Start fires.Leaf Intent.Out → Delayed Trigger.In: Enters Delayed Trigger after Leaf Intent completes.Delayed Trigger.Body → Deal Damage.In: Enters Deal Damage for each loop iteration.
Node configuration
Leaf IntentIntent = Special: Selects the enemy intent represented by this leaf.
Delayed TriggerDelay Turns = 2: Sets how many turns pass before the delayed branch resolves.Tick Phase = EnemyPhaseEnd: Selects the battle phase that advances the delayed countdown.Cancel On Source Death = On: Cancels the delayed resolution if its source unit dies first.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 18: Uses 18 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.

Summon, minions, and reinforcement waves
Effect
Summon minions or add the next wave while limiting how many matching units can remain on the field.
Node connections
On Enemy Behavior Start.Out → Leaf Intent.In: Runs Leaf Intent when On Enemy Behavior Start fires.Leaf Intent.Out → Spawn Unit.In: Enters Spawn Unit after Leaf Intent completes.
Node configuration
Leaf IntentIntent = Special: Selects the enemy intent represented by this leaf.
Spawn UnitUnit = Cultist Minion: Selects the unit asset spawned by this node.Max On Field = 2: Prevents the spawn when this many matching units are already present.

Sacrifice an Ally and Revive
Effect
Sacrifice a random allied unit, then revive a target or gain a large payoff.
Node connections
On Enemy Behavior Start.Out → Kill Unit.In: Runs Kill Unit when On Enemy Behavior Start fires.Kill Unit.Out → Revive Unit.In: Enters Revive Unit after Kill Unit completes.All Enemies.Units → Random Elements.Collection: Passes All Enemies.Units into Random Elements.Collection.Random Elements.Result → Kill Unit.Target: Passes Random Elements.Result into Kill Unit.Target.
Node configuration
Random ElementsKind = Unit: Selects the data, collection, choice, or hook value type handled by this node.Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
Kill UnitTarget = Opponent: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.
Revive UnitTarget = Self: Targets the source unit itself.HP Percent = 50: Sets the percentage of maximum HP restored on revival.

Enrage and Scaling Over Time
Effect
Keep granting strength, armor, regeneration, or another resource after each enemy action.
Node connections
On Enemy Behavior Start.Out → Change Status.In: Runs Change Status when On Enemy Behavior Start fires.Change Status.Out → Change Armor.In: Enters Change Armor after Change Status completes.
Node configuration
Change StatusTarget = Self: Targets the source unit itself.Status = Strength: Reads or changes the Strength status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
Change ArmorTarget = Self: Targets the source unit itself.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.

Combat-Property Targeting
Effect
Select the lowest-HP, highest-armor, or otherwise prioritized target from a unit collection.
Node connections
On Enemy Behavior Start.Out → Deal Damage.In: Runs Deal Damage when On Enemy Behavior Start fires.All Units.Units → Sort.Collection: Passes All Units.Units into Sort.Collection.Sort.Result → Pick Element.Collection: Passes Sort.Result into Pick Element.Collection.Pick Element.Element → Deal Damage.Target: Passes Pick Element.Element into Deal Damage.Target.
Node configuration
SortKind = Unit: Selects the data, collection, choice, or hook value type handled by this node.Unit Rule = HP: Selects the unit property used by this collection operation.Order = Ascending: Selects ascending or descending sort order.
Pick ElementKind = Unit: Selects the data, collection, choice, or hook value type handled by this node.By = First: Selects the property used to pick an element.Index = 0: Selects the zero-based collection element.
Deal DamageTarget = Opponent: Driven at runtime by Pick Element.Element; this value is only the unconnected fallback.Amount = 10: Uses 10 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.

Per-Target Chained Action
Effect
Iterate through multiple targets and resolve a complete action on each target in order.
Node connections
On Enemy Behavior Start.Out → Foreach.In: Runs Foreach when On Enemy Behavior Start fires.All Units.Units → Foreach.Collection: Passes All Units.Units into Foreach.Collection.Foreach.Body → Deal Damage.In: Enters Deal Damage for each loop iteration.Foreach.Element → Deal Damage.Target: Passes Foreach.Element into Deal Damage.Target.Deal Damage.Out → Wait.In: Enters Wait after Deal Damage completes.
Node configuration
ForeachKind = Unit: Selects the data, collection, choice, or hook value type handled by this node.
Deal DamageTarget = Opponent: Driven at runtime by Foreach.Element; this value is only the unconnected fallback.Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.
WaitMode = Seconds: Waits for a real-time duration in seconds.Seconds = 0.15: Sets the real-time wait duration.Animation ID = None: Identifies the animation signal that completes this wait.

Hand Disruption and Curses
Effect
Randomly discard cards, change costs, transform cards, or add curses to the player's piles.
Node connections
On Enemy Behavior Start.Out → Move Cards.In: Runs Move Cards when On Enemy Behavior Start fires.Move Cards.Out → Add Cards.In: Enters Add Cards after Move Cards completes.Card Piles.Cards → Random Elements.Collection: Passes Card Piles.Cards into Random Elements.Collection.Random Elements.Result → Move Cards.Cards: Passes Random Elements.Result into Move Cards.Cards.
Node configuration
Card PilesPile = Hand: Selects the source or destination card pile.
Random ElementsKind = Card: Selects the data, collection, choice, or hook value type handled by this node.Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
Move CardsCards = ThisCard: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.Pile = Discard: Selects the source or destination card pile.Position = Top: Selects where cards are inserted in the destination pile.
Add CardsCard = Dazed: Selects the card asset created by this node.Pile = Discard: Selects the source or destination card pile.Position = Top: Selects where cards are inserted in the destination pile.

Deck Top, Bottom, and Shuffle Control
Effect
Move cards from discard, place chosen cards at the top or bottom of the draw pile, and control shuffling.
Node connections
On Enemy Behavior Start.Out → Move Cards.In: Runs Move Cards when On Enemy Behavior Start fires.Move Cards.Out → Shuffle Draw Pile.In: Enters Shuffle Draw Pile after Move Cards completes.Card Piles.Cards → Take.Collection: Passes Card Piles.Cards into Take.Collection.Take.Result → Move Cards.Cards: Passes Take.Result into Move Cards.Cards.
Node configuration
Card PilesPile = Discard: Selects the source or destination card pile.
TakeKind = Card: Selects the data, collection, choice, or hook value type handled by this node.Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.From = Top: Selects the side of the collection from which elements are taken.
Move CardsCards = ThisCard: Driven at runtime by Take.Result; this value is only the unconnected fallback.Pile = Draw: Selects the source or destination card pile.Position = Top: Selects where cards are inserted in the destination pile.

Battle Combo Meter
Effect
Track cards played in a battle variable, then read or spend the combo count in other FlowGraphs.
Node connections
On Internal Event.Out → Set Variable.In: Runs Set Variable when On Internal Event fires.Set Variable.Out → Deal Damage.In: Enters Deal Damage after Set Variable completes.Cards Played This Turn.Cards → Count.Collection: Passes Cards Played This Turn.Cards into Count.Collection.Count.Result → Math Binary.A: Passes Count.Result into Math Binary.A.Math Binary.Result → Set Variable.Value: Passes Math Binary.Result into Set Variable.Value.Math Binary.Result → Deal Damage.Amount: Passes Math Binary.Result into Deal Damage.Amount.
Node configuration
On Internal EventEvent Name = Card.Played: Identifies the named internal event sent or received by this graph.
CountKind = Card: Selects the data, collection, choice, or hook value type handled by this node.
Math BinaryKind = Int: Selects the data, collection, choice, or hook value type handled by this node.A = 0: Driven at runtime by Count.Result; this value is only the unconnected fallback.B = 1: Sets the second operand when the B input is not connected.Op = Add: Adds the two operands.
Set VariableName = Combo: Identifies the battle or graph variable.Battle Scope = On: Stores or reads the variable for the current battle rather than one graph execution.Mode = Set: Replaces the current value with the configured value.Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 6: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.Ignore Armor = Off: Damage resolves through armor normally.

Cross-Graph Internal Event
Effect
Uses a named GCS event to trigger card, status, and enemy FlowGraphs from one another.
Node connections
On Enemy Behavior Start.Out → Raise Internal Event.In: Runs Raise Internal Event when On Enemy Behavior Start fires.On Internal Event.Out → Deal Damage.In: Runs Deal Damage when On Internal Event fires.
Node configuration
Raise Internal EventEvent Name = MoonBurst: Identifies the named internal event sent or received by this graph.Argument Bindings = []: Maps internal-event arguments into graph values.
On Internal EventEvent Name = MoonBurst: Identifies the named internal event sent or received by this graph.
Deal DamageTarget = Opponent: Uses the enemy currently selected by the card or behavior.Amount = 12: Uses 12 as the example value; replace it with the amount required by the card.Ignore Armor = Off: Damage resolves through armor normally.

External GES Event
Effect
Uses a GES event to connect FlowGraph with UI, quests, scene systems, or other game code.
Node connections
On Enemy Behavior Start.Out → Raise GES Event.In: Runs Raise GES Event when On Enemy Behavior Start fires.On GES Event.Out → Change Status.In: Runs Change Status when On GES Event fires.
Node configuration
Raise GES EventGES Event GUID = 651fc1ec-858e-4864-9795-8f6ef1df19ea: Binds the node to one GES event asset.GES Argument Source = Fixed: Selects how the GES event argument is obtained.GES Sender Source = Fixed: Selects how the GES sender value is obtained.
On GES EventGES Event GUID = 6de4de66-de2a-461f-b03e-7cf72feffc43: Binds the node to one GES event asset.
Change StatusTarget = Self: Targets the source unit itself.Status = Burn: Reads or changes the Burn status.Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.

Boss Phase Broadcast
Effect
Broadcast a phase change to UI, music, scene mechanics, and statuses when HP crosses a phase threshold.
Node connections
On Enemy Behavior Start.Out → Branch.In: Runs Branch when On Enemy Behavior Start fires.Self Unit.Unit → Unit Info.Unit: Passes Self Unit.Unit into Unit Info.Unit.Unit Info.HPPercent → Condition.A: Passes Unit Info.HPPercent into Condition.A.Constant.Value → Condition.B: Passes Constant.Value into Condition.B.Condition.Result → Branch.Condition: Passes Condition.Result into Branch.Condition.Branch.True → Raise Internal Event.In: Enters Raise Internal Event when the condition is true.
Node configuration
Unit InfoUnit = Self: Driven at runtime by Self Unit.Unit; this value is only the unconnected fallback.
ConstantKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 50: Supplies the integer constant.
ConditionOp = LessEqual: Passes when A is less than or equal to B.
Raise Internal EventEvent Name = BossPhaseTwo: Identifies the named internal event sent or received by this graph.Argument Bindings = []: Maps internal-event arguments into graph values.
