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Enemy Recipes

Guide

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

#MechanismWhat it builds
1Split at Half HPReplace the normal action with split behavior below 50% HP
2Escape CountdownTelegraph an escape, then remove the enemy when the countdown completes
3Steal and Exhaust a CardChoose 1 random card from the player's hand and move it to the exhaust pile
4Opening Status or Battle RuleRun a persistent status or battle-wide rule once when the enemy behavior graph first starts
5Mode Shift at HP ThresholdSwitch from a normal attack pattern to a defensive phase below the HP threshold
6Deterministic Intent SequenceCycle through attack, defense, buff, and other enemy intents in a fixed order
7Weighted Random IntentsChoose the next enemy intent from several options by weight
8HP-Threshold Boss PhasesSwitch boss phases and available actions according to HP percentage
9Opening Move and Periodic SpecialRun one opening move, then use a special action every N turns and a normal action on the remaining turns
10Charge, Countdown, and Delayed AttackShow a charge intent first, then resolve the attack during the enemy phase after the countdown completes
11Summon, minions, and reinforcement wavesSummon minions or add the next wave while limiting how many matching units can remain on the field
12Sacrifice an Ally and ReviveSacrifice a random allied unit, then revive a target or gain a large payoff
13Enrage and Scaling Over TimeKeep granting strength, armor, regeneration, or another resource after each enemy action
14Combat-Property TargetingSelect the lowest-HP, highest-armor, or otherwise prioritized target from a unit collection
15Per-Target Chained ActionIterate through multiple targets and resolve a complete action on each target in order
16Hand Disruption and CursesRandomly discard cards, change costs, transform cards, or add curses to the player's piles
17Deck Top, Bottom, and Shuffle ControlMove cards from discard, place chosen cards at the top or bottom of the draw pile, and control shuffling
18Battle Combo MeterTrack cards played in a battle variable, then read or spend the combo count in other FlowGraphs
19Cross-Graph Internal EventUse GCS internal events to trigger card, status, and enemy FlowGraphs from one another
20External GES EventUse GES events to connect FlowGraph with UI, quests, scene systems, or other game code
21Boss Phase BroadcastBroadcast 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 Pattern
    • Thresholds = [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.
  • Sequence
    • Outputs = 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 Damage
    • Target = 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.
Split at Half HP FlowGraph
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 Turns
    • N = 3: Sets the interval between recurring executions.
  • Leaf Intent
    • Intent = Special: Selects the enemy intent represented by this leaf.
  • Kill Unit
    • Target = Opponent: Driven at runtime by Self Unit.Unit; this value is only the unconnected fallback.
Escape Countdown FlowGraph
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 Intent
    • Intent = Debuff: Selects the enemy intent represented by this leaf.
  • Card Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Random Elements
    • Kind = 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 Cards
    • Cards = 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.
Steal and Exhaust a Card FlowGraph
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 Status
    • Target = 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.
Opening Status or Battle Rule FlowGraph
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 Pattern
    • Thresholds = [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 Armor
    • Target = 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 Damage
    • Target = 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.
Mode Shift at HP Threshold FlowGraph
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 Pattern
    • Repeat 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 Damage
    • Target = 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 Armor
    • Target = 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 Status
    • 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 = 2: Uses 2 as the example value; replace it with the amount required by the card.
Deterministic Intent Sequence FlowGraph
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 Pattern
    • Weights = [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 Damage
    • Target = 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 Status
    • Target = 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 Energy
    • 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.
Weighted Random Intents FlowGraph
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 Pattern
    • Thresholds = [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 Damage
    • Target = 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 Armor
    • Target = 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.
HP-Threshold Boss Phases FlowGraph
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 Turns
    • N = 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 Status
    • Target = 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.
Opening Move and Periodic Special FlowGraph
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 Intent
    • Intent = Special: Selects the enemy intent represented by this leaf.
  • Delayed Trigger
    • Delay 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 Damage
    • 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.
Charge, Countdown, and Delayed Attack FlowGraph
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 Intent
    • Intent = Special: Selects the enemy intent represented by this leaf.
  • Spawn Unit
    • Unit = 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.
Summon, minions, and reinforcement waves FlowGraph
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 Elements
    • Kind = 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 Unit
    • Target = Opponent: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.
  • Revive Unit
    • Target = Self: Targets the source unit itself.
    • HP Percent = 50: Sets the percentage of maximum HP restored on revival.
Sacrifice an Ally and Revive FlowGraph
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 Status
    • 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 = 2: Uses 2 as the example value; replace it with the amount required by the card.
  • Change Armor
    • Target = 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.
Enrage and Scaling Over Time FlowGraph
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

  • Sort
    • Kind = 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 Element
    • Kind = 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 Damage
    • Target = 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.
Combat-Property Targeting FlowGraph
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

  • Foreach
    • Kind = Unit: Selects the data, collection, choice, or hook value type handled by this node.
  • Deal Damage
    • Target = 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.
  • Wait
    • Mode = 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.
Per-Target Chained Action FlowGraph
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 Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Random Elements
    • Kind = 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 Cards
    • Cards = 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 Cards
    • Card = 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.
Hand Disruption and Curses FlowGraph
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 Piles
    • Pile = Discard: Selects the source or destination card pile.
  • Take
    • Kind = 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 Cards
    • Cards = 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.
Deck Top, Bottom, and Shuffle Control FlowGraph
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 Event
    • Event Name = Card.Played: Identifies the named internal event sent or received by this graph.
  • Count
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
  • Math Binary
    • Kind = 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 Variable
    • Name = 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 Damage
    • Target = 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.
Battle Combo Meter FlowGraph
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 Event
    • Event Name = MoonBurst: Identifies the named internal event sent or received by this graph.
    • Argument Bindings = []: Maps internal-event arguments into graph values.
  • On Internal Event
    • Event Name = MoonBurst: Identifies the named internal event sent or received by this graph.
  • Deal Damage
    • Target = 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.
Cross-Graph Internal Event FlowGraph
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 Event
    • GES 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 Event
    • GES Event GUID = 6de4de66-de2a-461f-b03e-7cf72feffc43: Binds the node to one GES event asset.
  • Change Status
    • Target = 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.
External GES Event FlowGraph
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 Info
    • Unit = Self: Driven at runtime by Self Unit.Unit; this value is only the unconnected fallback.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 50: Supplies the integer constant.
  • Condition
    • Op = LessEqual: Passes when A is less than or equal to B.
  • Raise Internal Event
    • Event Name = BossPhaseTwo: Identifies the named internal event sent or received by this graph.
    • Argument Bindings = []: Maps internal-event arguments into graph values.
Boss Phase Broadcast FlowGraph
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