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Node overview

Guide

Choose the right node family and open the exact reference entry for any of the 147 available nodes

Complete node reference

Each node has its own collapsible entry with a real node screenshot, purpose and timing, every input and output, configurable parameters and defaults, dynamic-port rules, and runtime boundaries. Use the corresponding family manual for exact configuration

Node families

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
Get19Get 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 table counts Add Node entries separately from the Group editing operation:

  • Core Add Node entries: 144

  • Core Group node: 1

  • Core node total: 145

  • Demo FX extensions: 2

  • Total nodes with Demo: 147

Choose by the graph task

After deciding whether the graph needs to start, read, calculate, modify, or present a result, choose its node family by 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

Custom nodes and Demo extensions use the same registry as core nodes. A registered node enters the category specified by [FlowNode(category, displayName)], so an extension can join an existing family without a separate authoring workflow

Reference

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