Skip to main content

Enemy recipes

Guide

Choose from 21 enemy-mechanic recipes and rebuild each behavior from its node connections, configuration, and editable 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

Every entry uses the same Effect, Node connections, and Node configuration structure. The graph on the right verifies node layout; port arrows show connections only, while field meanings and example values remain in Node configuration

Split at Half HP

Effect

Below 50% HP, split once into two Bog Polyps and despawn the source; on later evaluations, use the normal attack branch.

Node connections

  • On Enemy Behavior Start.Out → HP Threshold Pattern.In
  • HP Threshold Pattern.Default → Leaf Intent (2).In
  • Leaf Intent (1).Out → Sequence.In
  • Sequence.Step0 → Spawn Unit (1).In
  • Sequence.Step1 → Spawn Unit (2).In
  • Leaf Intent (2).Out → Deal Damage.In
  • HP Threshold Pattern.Branch0 → Once Per Battle.In
  • Once Per Battle.Body → Leaf Intent (1).In
  • Once Per Battle.Done → Leaf Intent (2).In
  • Sequence.Step2 → Despawn Unit.In
  • Self Unit.Unit → Despawn Unit.Target

Node configuration

  • Once Per Battle

    • Executes the split branch only once; later threshold matches continue through Done.
  • 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 = 3: Sets the number of ordered control-flow branches.
  • Spawn Unit (1)

    • Unit = Bog Polyp: 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 = Bog Polyp: Selects the unit asset spawned by this node.
    • Max On Field = 2: Prevents the spawn when this many matching units are already present.
  • Despawn Unit

    • Target = Opponent: Driven at runtime by Self Unit.Unit, so this unconnected fallback is ignored and the source is removed after both spawns.
  • 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
  • Every N Turns.Body → Leaf Intent (1).In
  • Leaf Intent (1).Out → Kill Unit.In
  • Self Unit.Unit → Kill Unit.Target
  • Every N Turns.Done → Leaf Intent (2).In

Node configuration

  • Leaf Intent (1)

    • Intent = Special: Shows the escape action on the countdown turn.
  • Leaf Intent (2)

    • Intent = Special: Keeps a valid non-attack intent on the intervening turns.
  • Every N Turns

    • N = 3: Sets the interval between recurring executions.
  • 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
  • Leaf Intent.Out → Move Cards.In
  • Card Piles.Cards → Random Elements.Collection
  • Random Elements.Result → 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

Apply Intangible once with a Buff intent, then use an Attack intent and deal 6 damage on later behavior evaluations.

Node connections

  • On Enemy Behavior Start.Out → Once Per Battle.In
  • Once Per Battle.Body → Leaf Intent (1).In
  • Leaf Intent (1).Out → Change Status.In
  • Once Per Battle.Done → Leaf Intent (2).In
  • Leaf Intent (2).Out → Deal Damage.In

Node configuration

  • Leaf Intent (1)

    • Intent = Buff: Telegraphs the one-time Intangible application.
  • Leaf Intent (2)

    • Intent = Attack: Telegraphs the fallback attack after setup.
  • Change Status

    • Target = Self: Targets the source unit itself.
    • Status = Intangible: Reads or changes the Intangible 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.
  • Deal Damage

    • Target = Opponent: Targets the opposing player unit.
    • Amount = 6: Deals the normal fallback attack damage.
    • Ignore Armor = Off: Damage resolves through armor normally.
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
  • HP Threshold Pattern.Branch0 → Leaf Intent (1).In
  • HP Threshold Pattern.Default → Leaf Intent (2).In
  • Leaf Intent (1).Out → Change Armor.In
  • Leaf Intent (2).Out → Deal Damage.In

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
  • Sequence Pattern.Step0 → Leaf Intent (1).In
  • Sequence Pattern.Step1 → Leaf Intent (2).In
  • Sequence Pattern.Step2 → Leaf Intent (3).In
  • Leaf Intent (1).Out → Deal Damage.In
  • Leaf Intent (2).Out → Change Armor.In
  • Leaf Intent (3).Out → Change Status.In

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
  • Weighted Random Pattern.Branch0 → Leaf Intent (1).In
  • Weighted Random Pattern.Branch1 → Leaf Intent (2).In
  • Weighted Random Pattern.Branch2 → Leaf Intent (3).In
  • Leaf Intent (1).Out → Deal Damage.In
  • Leaf Intent (2).Out → Change Status.In
  • Leaf Intent (3).Out → Change Energy.In

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
  • HP Threshold Pattern.Branch0 → Leaf Intent (1).In
  • HP Threshold Pattern.Branch1 → Leaf Intent (2).In
  • HP Threshold Pattern.Branch2 → Leaf Intent (3).In
  • HP Threshold Pattern.Default → Leaf Intent (4).In
  • Leaf Intent (1).Out → Deal Damage.In
  • Leaf Intent (2).Out → Change Status (1).In
  • Leaf Intent (3).Out → Change Status (2).In
  • Leaf Intent (4).Out → Change Armor.In

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
  • Once Per Battle.Body → Leaf Intent (1).In
  • Once Per Battle.Done → Every N Turns.In
  • Every N Turns.Body → Leaf Intent (2).In
  • Every N Turns.Done → Leaf Intent (3).In
  • Leaf Intent (1).Out → Change Status.In
  • Leaf Intent (2).Out → Deal Damage (1).In
  • Leaf Intent (3).Out → Deal Damage (2).In

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

Shows a charge Intent first, then resolves the attack during the enemy phase after the countdown ends.

Node connections

  • Leaf Intent (1).Out → Delayed Trigger.In
  • Delayed Trigger.Body → Deal Damage (1).In
  • On Enemy Behavior Start.Out → Once Per Battle.In
  • Once Per Battle.Body → Leaf Intent (1).In
  • Once Per Battle.Done → Leaf Intent (2).In
  • Leaf Intent (2).Out → Deal Damage (2).In

Node configuration

  • Once Per Battle

    • Routes only the first evaluation through the delayed charge branch.
  • Leaf Intent (1)

    • Intent = Special: Telegraphs the one-time charge.
  • Leaf Intent (2)

    • Intent = Attack: Telegraphs the normal attack used afterward.
  • 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 (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 = 6: Uses 6 as the normal attack used after the one-time charge branch.
    • 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
  • Leaf Intent.Out → Spawn Unit.In

Node configuration

  • Leaf Intent
    • Intent = Special: Selects the enemy intent represented by this leaf.
  • Spawn Unit
    • Unit = Hex Acolyte: 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

Selects one random enemy unit, captures that selection as a single Foreach element, kills it, then revives the same unit at 50% HP.

Node connections

  • All Enemies.Units → Random Elements.Collection
  • Random Elements.Result → Foreach.Collection
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Foreach.In
  • Foreach.Body → Kill Unit.In
  • Foreach.Element → Kill Unit.Target
  • Kill Unit.Out → Revive Unit.In
  • Foreach.Element → Revive Unit.Target

Node configuration

  • Leaf Intent

    • Intent = Special: Selects the enemy intent represented by this leaf.
  • 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.
  • Foreach

    • Kind = Unit: Captures the selected unit as the element shared by the kill and revive actions.
  • Kill Unit

    • Target = Opponent: Driven at runtime by Foreach.Element; this value is only the unconnected fallback.
  • Revive Unit

    • Target = Self: Driven at runtime by Foreach.Element; this value is only the unconnected fallback.
    • HP Percent = 50: Sets the percentage of maximum HP restored on revival.
Sacrifice an Ally and Revive FlowGraph
Enrage and Scaling Over Time

Effect

After the enemy action begins, adds 2 Strength and then grants 4 armor to the source unit.

Node connections

  • Change Status.Out → Change Armor.In
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Change Status.In

Node configuration

  • Leaf Intent

    • Intent = Buff: Selects the enemy intent represented by this leaf.
  • 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

  • All Units.Units → Sort.Collection
  • Sort.Result → Pick Element.Collection
  • Pick Element.Element → Deal Damage.Target
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Deal Damage.In

Node configuration

  • Leaf Intent

    • Intent = Attack: Selects the enemy intent represented by this leaf.
  • 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

After declaring an Attack intent, iterates through All Units and deals 4 damage to each unit.

Node connections

  • All Units.Units → Foreach.Collection
  • Foreach.Body → Deal Damage.In
  • Foreach.Element → Deal Damage.Target
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Foreach.In

Node configuration

  • Leaf Intent

    • Intent = Attack: Selects the enemy intent represented by this leaf.
  • 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.
Per-Target Chained Action FlowGraph
Hand Disruption and Curses

Effect

Discards one random card from the player's hand, then adds one Doubt to the top of the discard pile.

Node connections

  • Move Cards.Out → Add Cards.In
  • Card Piles.Cards → Random Elements.Collection
  • Random Elements.Result → Move Cards.Cards
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Move Cards.In

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 = Discard: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
  • Add Cards

    • Card = Doubt: 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

Takes the top 2 cards from the discard pile, moves them to the top of the draw pile, then shuffles the draw pile.

Node connections

  • Move Cards.Out → Shuffle Draw Pile.In
  • Card Piles.Cards → Take.Collection
  • Take.Result → Move Cards.Cards
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Move Cards.In

Node configuration

  • Leaf Intent

    • Intent = Debuff: Selects the enemy intent represented by this leaf.
  • 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

At enemy behavior start, stores Cards Played This Turn plus 1 in the Combo battle variable and deals that same value as damage to the opponent.

Node connections

  • Set Variable.Out → Deal Damage.In
  • Cards Played This Turn.Cards → Count.Collection
  • Count.Result → Math Binary.A
  • Math Binary.Result → Set Variable.Value
  • Math Binary.Result → Deal Damage.Amount
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Set Variable.In

Node configuration

  • Leaf Intent

    • Intent = Attack: Selects the enemy intent represented by this leaf.
  • 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 Internal Event.Out → Deal Damage.In
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Raise Internal Event.In

Node configuration

  • Leaf Intent

    • Intent = Special: Selects the enemy intent represented by this leaf.
  • 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 GES Event.Out → Change Status.In
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Raise GES Event.In

Node configuration

  • Leaf Intent

    • Intent = Special: Selects the enemy intent represented by this leaf.
  • 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 = 651fc1ec-858e-4864-9795-8f6ef1df19ea: 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

When the boss begins an action at 50% HP or below, raises BossPhaseTwo exactly once per battle so UI, music, scene mechanics, and statuses can transition once.

Node connections

  • Self Unit.Unit → Unit Info.Unit
  • Unit Info.HPPercent → Condition.A
  • Constant.Value → Condition.B
  • Condition.Result → Branch.Condition
  • On Enemy Behavior Start.Out → Leaf Intent.In
  • Leaf Intent.Out → Branch.In
  • Branch.True → Once Per Battle.In
  • Once Per Battle.Body → Raise Internal Event.In

Node configuration

  • Leaf Intent

    • Intent = Special: Selects the enemy intent represented by this leaf.
  • 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.
  • Once Per Battle

    • No configurable fields: Allows Body to run only on the first valid entry during the battle.
  • 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
On this page