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Intent Nodes

Guide

Find and configure the nodes that choose, repeat, branch, and preview an enemy's next Intent

Node Usage​

Leaf Intent

Choose this leaf at the end of a Pattern to show the enemy's upcoming Intent. Connect Out to the Actions and FX the enemy should run on its turn.

Inputs

  • In (Control): Receives the selected pattern branch

Outputs

  • Out (Control): Starts the behavior executed on the enemy turn
  • Intent (String): The configured intent name, such as Attack, Defend, or Special
  • Target (Unit reference): The target carried by the enemy planning context, normally the player unit

Parameters

  • Intent (Attack, Defend, Buff, Debuff, Heal, Special, Multi, Hidden): Attack; Icon/tag shown by the intent UI; Hidden suppresses a normal telegraph

For Attack, Defend, and Heal, GCS scans the single Out chain for the first matching Deal Damage, Change Armor, or positive Change HP result and uses the resolved amount as the preview value; downstream nodes can use Intent for text comparisons and Target for the same unit selected during planning

Leaf Intent node configured as Attack

Sequence Pattern

Cycles through intent branches in a fixed order, optionally repeating each branch for several enemy turns; use it for enemies whose plan should be learnable and deterministic

Inputs

  • In (Control): Enters the pattern during intent resolution

Outputs

  • Step0 … StepN (Control): One branch per Repeat Counts item, in list order

Parameters

  • Steps (Repeat Counts) (Integer list): Empty; the UI creates one Turns n row per step; each value is its consecutive-turn count and values below 1 behave as 1

After the enemy turn call returns, the pattern advances its per-enemy state; for [1, 2], it uses Step0 once, Step1 twice, then loops back to Step0; a selected step still consumes its repeat count when it is unconnected or never reaches a leaf; an empty list creates no selectable branch

Sequence Pattern node with two steps and repeat counts

HP Threshold Pattern

Selects an intent branch from the enemy's current HP percentage; use it for phase changes and desperation moves

Inputs

  • In (Control): Enters the pattern during intent resolution

Outputs

  • Branch0 … BranchN (Control): One branch per threshold item
  • Default (Control): Used when current HP is above every listed threshold

Parameters

  • Thresholds (Percentage list): Empty; Each branch matches when current HP% is less than or equal to its threshold

The node calculates enemy HP percentage using integer division, so 66.7% is evaluated as 66. It compares that result with the floating-point thresholds from top to bottom and uses the first match. Arrange the thresholds from lowest to highest. With [25, 50], HP at 25% or less uses Branch0, HP above 25% through 50% uses Branch1, and HP above 50% uses Default. Reversing the thresholds makes the 25% branch unreachable.

HP Threshold Pattern node configured with 25 and 50 percent branches

Weighted Random Pattern

Chooses one intent branch by relative weight each time the enemy plans; use it when behavior should vary while preserving the configured odds

Inputs

  • In (Control): Enters the random choice during intent resolution

Outputs

  • Branch0 … BranchN (Control): One branch per weight item

Parameters

  • Branches (Weights) (Integer list): Empty; the UI creates one Weight n row per branch; each value is that branch's relative chance

Negative weights behave as zero; with [3, 1], the first branch has a 75% share and the second 25%; if every weight is zero or negative, Branch0 is selected; an empty list selects no branch

Weighted Random Pattern node with weights 3 and 1

Once Per Battle

Chooses Body the first time this enemy reaches the node, then chooses Done for every later turn; use it for an opener or one-time phase action

Inputs

  • In (Control): Enters the per-battle check

Outputs

  • Body (Control): Selected once; connect it to the one-time intent path
  • Done (Control): Selected on later visits; connect it to the regular plan

Parameters: none

The fired state belongs to this node on this enemy; selecting Body marks it fired when the enemy turn call returns, even if Body is unconnected, never reaches a leaf, or reaches an asynchronous boundary whose continuation has not finished

Once Per Battle node with Body and Done branches

Every N Turns

Chooses Body on a repeating interval and Done on the turns between; use it to insert a periodic heavy attack, buff, or defensive move into an enemy plan

Inputs

  • In (Control): Enters the interval check

Outputs

  • Body (Control): Selected on every Nth visit
  • Done (Control): Selected on intervening visits

Parameters

  • Turn Interval (N) (Integer): 1; Interval in enemy turns; values below 1 behave as 1

The counter is kept per enemy and advances when the enemy turn call returns, then resets after the Body visit; with N = 3, the first two visits use Done, the third uses Body, and the cycle repeats; an unconnected branch or missing leaf still consumes that visit

Every N Turns node with Body and Done branches

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