Node overview
Find a node by its job, then check its ports, settings, and runtime behavior.
Node families

Each color on the canvas marks a node family. The Group keeps its exposed Volume, Clip, Lifetime, and Prefab fields editable in the parent graph. Open a family below to find a node's settings and ports.
| Family | Count | Complete manual | Use it for |
|---|---|---|---|
| Entry | 33 | Entry nodes | Start execution after a battle, turn, card, unit, status, energy, or event timing |
| Hook | 18 | Hook nodes | Intercept a value before GCS commits it, then replace or cancel it where supported |
| Flow | 10 | Flow nodes | Shape execution with branches, loops, sequences, choices, waits, switches, and gates |
| Action | 27 | Action nodes | Change battle state, including damage, HP, Armor, energy, cards, statuses, variables, turns, and units |
| Intent | 6 | Intent nodes | Build reusable enemy Intent patterns and previews |
| Get | 20 | Get nodes | Read battle context, units, cards, statuses, piles, variables, event arguments, and collections |
| Operator | 22 | Operator nodes | Calculate, compare, filter, sort, select, merge, and convert data |
| FX | 7 + 2 Demo | FX nodes | Request VFX, SFX, animation, floating text, unit movement, and camera feedback; the Demo assembly registers 2 additional status-presentation nodes |
| Event | 2 | Event nodes | Raise an internal GCS event or a GES event |
| Group | 1 | Group node | Place selected nodes in a collapsible visual block with Ctrl + G or Cmd + G; Group is not added from Add Node |
The 146 core nodes include 145 Add Node entries and 1 Group node created with a keyboard shortcut. The 2 Demo FX extensions bring the total to 148. Available Add Node entries depend on the Behavior's owner, and Raise GES Event and On GES Event require GES integration.
Choose by the graph task
| Graph task | Family |
|---|---|
| Start behavior at a battle, turn, card, unit, status, energy, or event timing | Entry |
| Intercept a value before GCS commits it | Hook |
| Change battle state | Action |
| Read a live value or object | Get |
| Calculate, compare, or narrow data | Operator |
| Branch, repeat, wait, or sequence execution | Flow |
| Present the committed result | FX |
| Choose and preview an enemy Behavior | Intent |
| Notify another system | Event |
| Display several configured nodes as one block | Group |
A FlowGraph normally combines several families. A card may start at On Card Played, resolve targets with Get and Operator nodes, commit gameplay through Action nodes, then present the committed result with FX nodes
Core nodes and extensions share one menu
Add [FlowNode(category, displayName)] to put a custom node in an existing category. Demo extensions use the same registry.
See custom nodes for extension rules. To match built-in naming, ports, defaults, and behavior, use the family manuals above