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Action Nodes

GCS · Built-In Node Library

Change cards, units, statuses, energy, turns, variables, and other battle state.

Action nodes run on the control path and submit gameplay changes through GCS. Connect `In`, configure or expose the required data inputs, then continue from `Out`.

Action nodes run on the control path and submit gameplay changes through GCS. Connect In, configure or expose the required data inputs, then continue from Out.


Node Usage

Add Cards

Purpose and resolution. Creates new card instances from the configured card definition or from card instance definitions supplied through Cards. It does not move the supplied instances. Draw, Discard, and Exhaust use their matching piles; Hand obeys the hand limit and overflows to discard. In the current runtime, selecting Master or All also follows the default branch and adds to Hand.

Connect and use. Connect In, choose a card in the inline Cards picker, then select Pile. Expose Cards only when another node should provide one card or a card collection; exposing it disables the inline card picker. Use Added to process the newly created instances.

Inputs

  • In(Control):Required control input;Starts card creation
  • CardsCardRefOrCollection):Appears only after the Cards socket is exposed; otherwise CardId is used;Supplies card definitions through one or more runtime card instances

Outputs

  • AddedCardCollection):Newly created card instances, excluding any creation that returned null
  • Out(Control):Continues after all requested cards are created

Parameters

  • CardIdText / card picker):None;Card-definition id used when Cards is not exposed or connected
  • Pile(Option):Hand; Hand, Draw, Discard, Exhaust, Master, All;Destination selector; Master and All currently fall back to Hand
  • Position(Option):Top; Top, Bottom, Random; shown only for Draw;Insertion position in the draw pile

Add Cards Action node

Cancel Hook

Purpose and resolution. Marks the active hook evaluation as cancelled. It is meaningful only in a graph entered through a Hook node; a normal event or card entry has no active hook to cancel.

Connect and use. Place it on the branch that should prevent the intercepted operation, such as a failed card-play condition. Connect Out only when later nodes still need to run after the cancellation flag is written.

Inputs

  • In(Control):Required control input;Cancels the active hook when reached

Data inputs: None.

Outputs

  • Out(Control):Continues after the hook is marked cancelled

Result data ports: None.

Parameters

  • None:This node has no configurable parameters

Cancel Hook Action node

Change Armor

Purpose and resolution. Adds, removes, or sets armor on every resolved target. Delta with a positive value gains armor, a negative value loses armor, and zero does nothing. Set writes an exact armor value. Changed is the signed sum of actual armor differences across all targets.

Connect and use. Keep Target inline when Target Source is enough, or expose it to accept a unit or collection. Expose Amount when another node should calculate the value. Feed Changed to armor floating text or later math.

Inputs

  • In(Control):Required control input;Starts the armor change
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units whose armor changes
  • AmountInt):Hidden until exposed; inline fallback 1;Delta or exact armor value, according to Mode

Outputs

  • ChangedInt):Signed total armor change committed across all targets
  • Out(Control):Continues after all targets are processed

Parameters

  • TargetSource(Option):Self; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed
  • Mode(Option):Delta; Delta, Set;Adds/subtracts the amount or writes an exact value
  • Amount(Number):1;Inline value used while the Amount port is not exposed

Change Armor Action node

Change Energy

Purpose and resolution. Changes the player's current energy. Delta gains energy for positive values and loses energy for negative values; zero does nothing. Set writes an exact value. Changed reports the signed difference between player energy before and after the operation.

Connect and use. Connect the control path and configure an inline amount, or expose Amount for a calculated value. This node always affects player energy and has no target input.

Inputs

  • In(Control):Required control input;Starts the energy change
  • AmountInt):Hidden until exposed; inline fallback 1;Delta or exact energy value, according to Mode

Outputs

  • ChangedInt):Signed energy change actually committed
  • Out(Control):Continues after energy is updated

Parameters

  • Mode(Option):Delta; Delta, Set;Adds/subtracts the amount or writes exact player energy
  • Amount(Number):1;Inline value used while the Amount port is not exposed

Change Energy Action node

Change HP

Purpose and resolution. Directly changes current or maximum HP without using the attack-damage pipeline. For current HP, positive Delta heals and negative Delta removes HP; Set writes an exact value. For maximum HP, the node modifies max HP by the configured delta or by the difference needed to reach the set value. Changed is the signed total actual difference.

Connect and use. Use this node for healing, self-loss, and max-HP changes. Use Deal Damage instead when armor, damage hooks, and attacker semantics should apply. Expose Target or Amount only when upstream data should override the inline selectors.

Inputs

  • In(Control):Required control input;Starts the HP change
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units whose HP changes
  • AmountInt):Hidden until exposed; inline fallback 1;Delta or exact HP value, according to Mode

Outputs

  • ChangedInt):Signed total current-HP or max-HP change across all targets
  • Out(Control):Continues after every target is processed

Parameters

  • TargetSource(Option):Self; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed
  • Affect(Option):Current; Current, Max;Selects current HP or maximum HP
  • Mode(Option):Delta; Delta, Set;Adds/subtracts the amount or writes an exact value
  • Amount(Number):1;Inline value used while the Amount port is not exposed

Change HP Action node

Change Status

Purpose and resolution. Resolves the configured status and changes its stacks on every target. Positive Delta applies stacks through the status pipeline, negative Delta removes stacks, and zero does nothing. Set applies the difference required to reach the exact stack count. Changed is the signed total stack difference after status rules and caps.

Connect and use. Pick the status in Status, choose the target source, and set the amount. Expose Target for a unit collection or Amount for a calculated stack count. The status itself is a parameter, not a data input port on this node.

Inputs

  • In(Control):Required control input;Starts the status-stack change
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units receiving the stack change
  • AmountInt):Hidden until exposed; inline fallback 1;Stack delta or exact stack count, according to Mode

Outputs

  • ChangedInt):Signed total stack change actually committed
  • Out(Control):Continues after all targets are processed

Parameters

  • TargetSource(Option):Self; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed
  • StatusText / status picker):None;Status id/name to resolve; an unresolved status makes the node do nothing
  • Mode(Option):Delta; Delta, Set;Adds/removes stacks or writes an exact stack count
  • Amount(Number):1;Inline value used while the Amount port is not exposed

Change Status Action node

Deal Damage

Purpose and resolution. Deals attack damage through the battle damage pipeline to every resolved target. Values at or below zero do nothing. Armor and modifiers apply unless Ignore Armor is enabled. Dealt sums the HP actually removed from all targets, not the configured amount.

Connect and use. Choose Opponent for a normal targeted attack, or expose Target to receive one unit or a collection. Expose Amount for calculated damage. Connect Dealt to damage floating text so the display matches the committed result.

Inputs

  • In(Control):Required control input;Starts damage resolution
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units that take damage
  • AmountInt):Hidden until exposed; inline fallback 6;Damage requested for each target

Outputs

  • DealtInt):Total HP removed after armor and modifiers across all targets
  • Out(Control):Continues after every target is resolved

Parameters

  • TargetSource(Option):Opponent; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed
  • Amount(Number):6;Inline damage used while the Amount port is not exposed
  • IgnoreArmor(Bool):Off;Bypasses armor when enabled

Deal Damage Action node

Despawn Unit

Purpose and resolution. Removes resolved targets only when they are EnemyUnitState instances. Player units and other UnitState implementations are ignored. The controller removes the enemy from the active enemy list and completes its removal lifecycle without routing through Kill Unit damage resolution.

Connect and use. Use it to clear summoned or temporary enemies. Choose an inline target source or expose Target for a unit or collection. If the supplied collection contains the player, that entry is skipped.

Inputs

  • In(Control):Required control input;Starts enemy removal
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Candidate units; only enemy-state entries are removed

Outputs

  • Out(Control):Continues after all candidate targets are checked

Result data ports: None.

Parameters

  • TargetSource(Option):Opponent; Self, Opponent, AllEnemies, AllUnits;Inline candidate selection used while Target is not exposed

Despawn Unit Action node

Draw Cards

Purpose and resolution. Draws from the draw pile into the player's hand. Count draws up to the requested number; ToHandLimit asks the controller to keep drawing until the hand limit or available cards stop it. Drawn contains only instances newly present in hand after this operation.

Connect and use. Use Count for a fixed draw and expose its data port when the number is calculated. Selecting ToHandLimit removes the Count port from the node entirely. Feed Drawn into collection nodes when the newly drawn cards need more processing.

Inputs

  • In(Control):Required control input;Starts drawing
  • CountInt):Available only when Mode = Count; hidden until exposed; inline fallback 1;Number of cards requested; values at or below zero draw none

Outputs

  • DrawnCardCollection):Cards actually added to hand by this operation
  • Out(Control):Continues after drawing finishes

Parameters

  • Mode(Option):Count; Count, ToHandLimit;Uses a fixed count or fills toward the current hand limit
  • Count(Number):1; used only for Count;Inline draw count while the port is not exposed

Draw Cards Action node

End Turn

Purpose and resolution. Requests the end of the player's turn by setting EndPlayerTurnRequested. It does not immediately change phase in the middle of the current node chain. The battle state machine consumes the request after the active card resolution and then enters player-turn end.

Connect and use. Put it after every gameplay effect that must resolve before the turn closes. Nodes connected through Out still run as part of the current graph, so do not treat this node as an execution stop.

Inputs

  • In(Control):Required control input;Sets the player-turn-end request

Data inputs: None.

Outputs

  • Out(Control):Continues the current graph after the request is recorded

Result data ports: None.

Parameters

  • None:This node has no configurable parameters

End Turn Action node

Extra Turn

Purpose and resolution. Grants an extra turn only to the player by setting ExtraTurnPending. At player-turn end, the state machine consumes that flag and returns to PlayerTurnStart instead of entering the enemy phase. It does not grant an enemy another action.

Connect and use. Trigger it during player-side effects that should schedule another complete player turn. The current turn still reaches its normal end before the extra turn begins.

Inputs

  • In(Control):Required control input;Schedules one extra player turn

Data inputs: None.

Outputs

  • Out(Control):Continues after the extra-turn flag is set

Result data ports: None.

Parameters

  • None:This node has no configurable parameters

Extra Turn Action node

Kill Unit

Purpose and resolution. Kills every resolved non-null unit through the controller and attributes the kill to the current source. Unlike Despawn Unit, it accepts player and enemy unit states and uses normal kill/death handling.

Connect and use. Choose the target source for a fixed execute effect or expose Target for a selected unit or collection. Use this node when death handling is part of the design.

Inputs

  • In(Control):Required control input;Starts kill resolution
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units to kill

Outputs

  • Out(Control):Continues after all targets are processed

Result data ports: None.

Parameters

  • TargetSource(Option):Opponent; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed

Kill Unit Action node

Modify Card Cost

Purpose and resolution. Adds a cost rule to every resolved card. Delta raises or lowers the cost; Set forces the rule's value. ThisTurn and ForNTurns create expiring rules, while WholeBattle creates a permanent battle rule. ForNTurns clamps Turns to at least one.

Connect and use. Select a card source or expose Cards for an upstream collection. Expose Amount for calculated cost changes. Use a cost Hook instead when the value must be recalculated dynamically for every playability check.

Inputs

  • In(Control):Required control input;Starts creation of cost rules
  • CardsCardCollection):Hidden until exposed; falls back to CardsSource;Card instances receiving the rule
  • AmountInt):Hidden until exposed; inline fallback 1;Delta or exact cost, according to Mode

Outputs

  • Out(Control):Continues after all cost rules are added

Result data ports: None.

Parameters

  • CardsSource(Option):ThisCard; ThisCard, HandPile, DrawPile, DiscardPile, ExhaustPile, AllPiles;Inline card collection used while Cards is not exposed
  • Mode(Option):Delta; Delta, Set;Adjusts the existing cost or supplies an exact cost rule
  • Amount(Number):1;Inline rule value used while Amount is not exposed
  • Duration(Option):ThisTurn; ThisTurn, ForNTurns, WholeBattle;Lifetime of the cost rule
  • Turns(Number):1; shown only for ForNTurns;Requested turn count, clamped to at least one at runtime

Modify Card Cost Action node

Move Cards

Purpose and resolution. Removes every selected instance from hand, draw, discard, and exhaust, then places it in the selected battle pile. A full Hand destination overflows to discard. In the current runtime, Master and All are removal destinations: the cards are removed from all battle piles while the run-level master deck remains unchanged.

Connect and use. Choose Cards Source or expose Cards for an upstream collection, then select the destination. Although Position appears when Pile = Draw, Move Cards currently does not read it; moving to draw uses the controller's normal draw-pile insertion behavior.

Inputs

  • In(Control):Required control input;Starts card movement
  • CardsCardCollection):Hidden until exposed; falls back to CardsSource;Existing card instances to relocate

Outputs

  • Out(Control):Continues after all selected instances are moved or removed

Result data ports: None.

Parameters

  • CardsSource(Option):ThisCard; ThisCard, HandPile, DrawPile, DiscardPile, ExhaustPile, AllPiles;Inline cards used while Cards is not exposed
  • Pile(Option):Discard; Hand, Draw, Discard, Exhaust, Master, All;Destination; Master and All remove cards from the current battle piles
  • Position(Option):Top; Top, Bottom, Random; shown only for Draw;Currently displayed but not used by Move Cards runtime execution

Move Cards Action node

Play Card

Purpose and resolution. Executes another card immediately as a nested effect. A missing card or a card without a Behavior graph makes the node do nothing. This is not the normal player playability path: it does not check OnCardPlayable, does not verify phase or hand membership, and does not spend Energy. The card is removed from every battle pile, placed temporarily in hand, counted as played, broadcasts OnCardPlayed, runs its OnPlay graph, then goes to discard or to exhaust and runs OnExhaust when it has the Exhaust keyword.

Connect and use. Select a source card or expose Card, then choose or expose one target. Play Card resolves a single card and a single unit; collection-style source choices use their first resolved item. Use Replay Card when only OnPlay should run without events, counters, or pile movement.

Inputs

  • In(Control):Required control input;Starts immediate nested play
  • CardCardRef):Hidden until exposed; falls back to CardSource;Card instance to execute; collection sources resolve their first card
  • TargetUnitRef):Hidden until exposed; falls back to TargetSource;Single target inherited by the nested card context

Outputs

  • Out(Control):Continues after the nested card finishes resolving

Result data ports: None.

Parameters

  • CardSource(Option):ThisCard; ThisCard, HandPile, DrawPile, DiscardPile, ExhaustPile, AllPiles;Inline card source used while Card is not exposed
  • TargetSource(Option):Self; Self, Opponent, AllEnemies, AllUnits;Inline target source used while Target is not exposed; a singular target is selected

Play Card Action node

Reapply Status

Purpose and resolution. Retriggers a status on the current host without changing its stack count. A connected Status is used first; otherwise the current execution-context status is used. If no status resolves, the node does nothing.

Connect and use. Use it inside status lifecycle behavior when the existing status effect should fire again immediately. Connect a StatusRef when retriggering a different status; leave the port unconnected to use the current status.

Inputs

  • In(Control):Required control input;Starts status retriggering
  • StatusStatusRef):Always visible; falls back to the current context status;Status to retrigger on Host, or Source when no host exists

Outputs

  • Out(Control):Continues after the retrigger request

Result data ports: None.

Parameters

  • None:This node has no configurable parameters

Reapply Status Action node

Remove Cards

Purpose and resolution. Removes every selected card instance from all four battle piles by moving it to the Master destination. In current pile semantics, this takes the instance out of the battle but does not delete or edit the run-level master deck.

Connect and use. Choose an inline Cards Source or expose Cards for a filtered collection. Use Move Cards with Discard or Exhaust when the cards should remain in a visible battle pile.

Inputs

  • In(Control):Required control input;Starts removal
  • CardsCardCollection):Hidden until exposed; falls back to CardsSource;Existing card instances to remove from the battle piles

Outputs

  • Out(Control):Continues after all selected instances are removed

Result data ports: None.

Parameters

  • CardsSource(Option):ThisCard; ThisCard, HandPile, DrawPile, DiscardPile, ExhaustPile, AllPiles;Inline cards used while Cards is not exposed

Remove Cards Action node

Remove Statuses

Purpose and resolution. Fully removes each non-null status supplied through Statuses from every resolved target, regardless of current stack count. An empty or missing status collection makes the node do nothing.

Connect and use. Build or filter a StatusCollection and connect it to the always-visible Statuses port. Choose Target Source for a fixed cleanse target or expose Target for an upstream unit collection.

Inputs

  • In(Control):Required control input;Starts status removal
  • StatusesStatusCollection):Always visible; no fallback;Specific statuses to clear completely
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units cleansed

Outputs

  • Out(Control):Continues after all target/status pairs are processed

Result data ports: None.

Parameters

  • TargetSource(Option):Self; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed

Remove Statuses Action node

Replay Card

Purpose and resolution. Re-runs only the resolved card's OnPlay behavior in the inherited context. A missing card or a card without a Behavior graph makes the node do nothing. It does not broadcast OnCardPlayed, increment play counters, check playability, spend Energy, move the card, or trigger discard/exhaust handling.

Connect and use. Use it for echo or double-cast effects. Choose a card source or expose Card; if neither resolves a card, the current context card is used as a final fallback. Collection sources resolve their first card.

Inputs

  • In(Control):Required control input;Starts the repeated OnPlay graph
  • CardCardRef):Hidden until exposed; falls back to CardSource, then the current context card;Card instance whose OnPlay graph runs again

Outputs

  • Out(Control):Continues after the repeated behavior finishes

Result data ports: None.

Parameters

  • CardSource(Option):ThisCard; ThisCard, HandPile, DrawPile, DiscardPile, ExhaustPile, AllPiles;Inline card source used while Card is not exposed

Replay Card Action node

Revive Unit

Purpose and resolution. Requests revival of every resolved non-null target at HPPercent / 100 of maximum HP. The controller decides whether a target is eligible for revival and applies the resulting HP state.

Connect and use. Select the dead unit through Target Source or expose Target for an explicit unit or collection. Configure HP Percent as a whole-number percentage such as 50 for half health.

Inputs

  • In(Control):Required control input;Starts revival requests
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units to revive

Outputs

  • Out(Control):Continues after all targets are processed

Result data ports: None.

Parameters

  • TargetSource(Option):Self; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed
  • HPPercent(Number):50;Percentage of max HP passed to the revival controller

Revive Unit Action node

Set Variable

Purpose and resolution. Stores a named Int, Float, Bool, Unit, Card, or Status value in the current effect scope or battle scope. Numeric kinds support Increase, Decrease, and Set; all reference and Bool kinds always overwrite the stored value.

Connect and use. Set Name and Kind, then connect or enter Value. The Value port is always present and changes type with Kind. Use the same name, kind, and scope on a Variable Get node. Unit, Card, and Status kinds require a connected reference because they have no literal backing field.

Inputs

  • In(Control):Required control input;Starts the variable write
  • ValueInt, Float, Bool, UnitRef, CardRef, or StatusRef):Type follows Kind; defaults are 0, 0, Off, or null for references;Value to set, add, or subtract under Name

Outputs

  • Out(Control):Continues after the variable is written

Result data ports: None.

Parameters

  • Name(Text):None;Exact variable key used for later reads and writes
  • Kind(Option):Int; Int, Float, Bool, Unit, Card, Status;Stored type and live type of the Value port
  • Mode(Option):Set; Increase, Decrease, Set; shown for Int and Float;Numeric update operation; ignored for other kinds
  • BattleScope(Bool):OffOff stores in the current effect scope; On stores for the battle
  • Value(Number):0; used for Int;Inline integer backing value
  • FloatValue(Number):0; used for Float;Inline floating-point backing value
  • BoolValue(Bool):Off; used for Bool;Inline boolean backing value

Set Variable Action node

Shuffle Draw Pile

Purpose and resolution. Randomizes the current draw pile in place, broadcasts OnDrawPileShuffled, and dispatches matching shuffle behavior on cards in the resulting draw pile.

Connect and use. Place it after effects that add or return cards to draw when their order should no longer be predictable. It operates on the battle's draw pile and needs no collection input.

Inputs

  • In(Control):Required control input;Starts the draw-pile shuffle

Data inputs: None.

Outputs

  • Out(Control):Continues after shuffling and shuffle triggers finish

Result data ports: None.

Parameters

  • None:This node has no configurable parameters

Shuffle Draw Pile Action node

Skip Next Turn

Purpose and resolution. Increments SkipNextTurns on every resolved target. Reaching the unit's next turn consumes one pending skip, so repeated executions can stack multiple skipped turns.

Connect and use. Choose a fixed target source for a stun-style effect or expose Target for a selected unit or collection. This schedules future skips; it does not immediately end the current turn.

Inputs

  • In(Control):Required control input;Adds one pending skipped turn
  • TargetUnitRefOrCollection):Hidden until exposed; falls back to TargetSource;Unit or units whose skip counter increases

Outputs

  • Out(Control):Continues after all counters are incremented

Result data ports: None.

Parameters

  • TargetSource(Option):Opponent; Self, Opponent, AllEnemies, AllUnits;Inline target selection used while Target is not exposed

Skip Next Turn Action node

Spawn Unit

Purpose and resolution. Resolves a GameEnemyUnit definition and summons a new EnemyUnitState. It cannot create a player unit. When MaxOnField is above zero, alive enemies with the same source definition are counted and spawning is skipped once the cap is reached. Spawned contains the new enemy or null when no spawn occurred.

Connect and use. Pick the enemy definition in Unit and optionally set a live-copy cap. Connect Spawned to later unit effects when the summoned enemy needs immediate setup.

Inputs

  • In(Control):Required control input;Starts enemy-unit spawning

Data inputs: None; Unit is configured as a parameter.

Outputs

  • SpawnedUnitRef):Newly created enemy state, or null when resolution or the cap blocks spawning
  • Out(Control):Continues after the spawn attempt

Parameters

  • UnitText / enemy picker):NoneGameEnemyUnit id to resolve and summon
  • MaxOnField(Number):0;Maximum alive copies of the same enemy definition; 0 means unlimited

Spawn Unit Action node

Transform Card

Purpose and resolution. Replaces the active definition of one resolved card instance with NewCard. Both the source instance and destination definition must resolve; otherwise the node does nothing.

Connect and use. Select a card source or expose Card, then choose the destination definition in New Card. Collection sources resolve their first card, so use iteration when transforming several cards.

Inputs

  • In(Control):Required control input;Starts card transformation
  • CardCardRef):Hidden until exposed; falls back to CardSource;Single card instance to transform

Outputs

  • Out(Control):Continues after the transform attempt

Result data ports: None.

Parameters

  • CardSource(Option):ThisCard; ThisCard, HandPile, DrawPile, DiscardPile, ExhaustPile, AllPiles;Inline source used while Card is not exposed
  • NewCardText / card picker):None;Card-definition id that replaces the selected instance's active card

Transform Card Action node

Upgrade Cards

Purpose and resolution. Calls the battle upgrade operation for every resolved card instance. Cards without a valid upgraded variant remain unchanged according to the controller's upgrade rules.

Connect and use. Choose an inline card source or expose Cards for a filtered collection. Use a single-card collection when upgrading only one selected instance.

Inputs

  • In(Control):Required control input;Starts card upgrades
  • CardsCardCollection):Hidden until exposed; falls back to CardsSource;Existing card instances to upgrade

Outputs

  • Out(Control):Continues after every selected card is processed

Result data ports: None.

Parameters

  • CardsSource(Option):ThisCard; ThisCard, HandPile, DrawPile, DiscardPile, ExhaustPile, AllPiles;Inline cards used while Cards is not exposed

Upgrade Cards Action node

Write Hook

Purpose and resolution. Writes a replacement value back to the active hook result. Int writes the integer directly; Bool writes 1 for true and 0 for false. It does not mutate HP, energy, or another battle field by itself, and it has no useful target when the graph was not entered through a Hook.

Connect and use. Place it inside a Hook graph after any calculation that should replace the intercepted value. Select Kind first so the always-visible Value port has the correct type, then connect or enter the value.

Inputs

  • In(Control):Required control input;Starts the hook-result write
  • ValueInt or Bool):Type follows Kind; inline fallback 0 or Off;Replacement hook value

Outputs

  • Out(Control):Continues after the hook result is written

Result data ports: None.

Parameters

  • Kind(Option):Int; Int, Bool;Type of the Value port and written result
  • Value(Number):0; used for Int;Inline integer hook result
  • BoolValue(Bool):Off; used for Bool;Inline boolean result encoded as 1 or 0

Write Hook Action node