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Node overview

Guide

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

Node families​

One representative from each core FlowGraph node family, including a Group with exposed parameters

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.

FamilyCountComplete manualUse it for
Entry33Entry nodesStart execution after a battle, turn, card, unit, status, energy, or event timing
Hook18Hook nodesIntercept a value before GCS commits it, then replace or cancel it where supported
Flow10Flow nodesShape execution with branches, loops, sequences, choices, waits, switches, and gates
Action27Action nodesChange battle state, including damage, HP, Armor, energy, cards, statuses, variables, turns, and units
Intent6Intent nodesBuild reusable enemy Intent patterns and previews
Get20Get nodesRead battle context, units, cards, statuses, piles, variables, event arguments, and collections
Operator22Operator nodesCalculate, compare, filter, sort, select, merge, and convert data
FX7 + 2 DemoFX nodesRequest VFX, SFX, animation, floating text, unit movement, and camera feedback; the Demo assembly registers 2 additional status-presentation nodes
Event2Event nodesRaise an internal GCS event or a GES event
Group1Group nodePlace 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 taskFamily
Start behavior at a battle, turn, card, unit, status, energy, or event timingEntry
Intercept a value before GCS commits itHook
Change battle stateAction
Read a live value or objectGet
Calculate, compare, or narrow dataOperator
Branch, repeat, wait, or sequence executionFlow
Present the committed resultFX
Choose and preview an enemy BehaviorIntent
Notify another systemEvent
Display several configured nodes as one blockGroup
tip

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.

Reference

See custom nodes for extension rules. To match built-in naming, ports, defaults, and behavior, use the family manuals above