Intent Nodes
Define how an enemy chooses and previews its next behavior.
Intent nodes build reusable enemy behavior patterns. Combine leaf intents with sequencing, thresholds, weighted choices, or turn conditions, then connect the result to the enemy behavior setup.Intent nodes build reusable enemy behavior patterns. Combine leaf intents with sequencing, thresholds, weighted choices, or turn conditions, then connect the result to the enemy behavior setup.
Node Usage
Leaf Intent
Ends an enemy's pattern-selection path and declares the intent shown before that enemy acts. Connect Out to the Action and FX chain that performs the telegraphed behavior.
Inputs
In(Control):Receives the selected pattern branch
Outputs
Out(Control):Starts the behavior executed on the enemy turnIntent(String):Declared as String, but the current executor stores anIntentKindenum; String consumers receive nullTarget(Unit reference):Declared by the node, but not populated by the current runtime
Parameters
Intent(Attack,Defend,Buff,Debuff,Heal,Special,Multi,Hidden):Attack;Icon/tag shown by the intent UI;Hiddensuppresses a normal telegraph
For Attack, Defend, and Heal, GCS scans the single Out chain for the first Deal Damage, Change Armor, or positive Change HP node and uses that amount as the preview value. The Change HP Inspector amount must itself be positive for extraction; wiring a positive value while leaving its field at 0 does not currently produce a heal preview.
Intent and Target outputsThe current executor stores an enum behind the declared String Intent port and never writes Target, so neither port is safe to use as its advertised type. Read the configured intent from the enemy UI, and connect an explicit unit source such as Player Unit to the behavior nodes instead
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 perRepeat Countsitem, in list order
Parameters
Steps(Repeat Counts)(Integer list):Empty;The UI creates oneTurns nrow per step; each value is its consecutive-turn count and values below1behave as1
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.
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 itemDefault(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
Thresholds are checked from top to bottom and the first match wins. Arrange them from low to high: [25, 50] means Branch0 at 25% or less, Branch1 above 25% and at most 50%, and Default above 50%. Reversing the order would make the 25% branch unreachable.
The enemy HP percentage is calculated with integer division before it is compared with the float thresholds, so an actual 66.7% is evaluated as 66.

Weighted Random Pattern
Chooses one intent branch by relative weight each time the enemy plans. Use it when behavior should vary while preserving designer-controlled 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 oneWeight nrow 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.

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 pathDone(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.
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 visitDone(Control):Selected on intervening visits
Parameters
Turn Interval(N)(Integer):1;Interval in enemy turns; values below1behave as1
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.