Node Reference
The complete reference index for 145 core FlowGraph nodes and 2 Demo FX extensions, organized by the authoring job each family performs.
Look up a node after defining the desired behavior, then verify its screenshot, Inputs, Outputs, Parameters, dynamic ports, and runtime boundary.The FlowGraph Tab drawer is the quickest way to inspect the selected node without leaving the canvas. The manuals linked here go further: every node has an independent entry with its current editor presentation and the behavior verified against the registered implementation.
Press Tab in the FlowGraph window to browse the node reference drawer. Open the matching family manual when you need every port and parameter, a dynamic visibility rule, a default value, or a runtime edge case.
Reference scopeโ
The reusable GCS core contains 145 nodes. 144 are available from Add Node, and Group is created from selected nodes with Ctrl + G on Windows or Cmd + G on macOS. The Demo assembly registers 2 additional FX nodes.
| Scope | Count | Editor access |
|---|---|---|
| Core Add Node entries | 144 | Nine Add Node families |
Core Group node | 1 | Ctrl + G or Cmd + G |
| Core total | 145 | 144 menu entries plus Group |
| Demo FX extensions | 2 | Additional entries under FX when the Demo assembly is present |
| Complete documented set with Demo | 147 | 146 Add Node entries plus Group |
Complete family indexโ
| Family | Count | Per-node manual | What the family does |
|---|---|---|---|
| Entry | 33 | Entry nodes | Starts execution after a battle, turn, card, unit, status, energy, or event moment |
| Hook | 18 | Hook nodes | Intercepts a value before commit and can replace or cancel it where supported |
| Flow | 10 | Flow nodes | Controls branching, repetition, sequencing, waiting, switching, and gating |
| Action | 27 | Action nodes | Changes battle state through the supported gameplay pipelines |
| Intent | 6 | Intent nodes | Builds enemy behavior patterns and the intent shown before execution |
| Get | 19 | Get nodes | Reads battle context and supplies units, cards, statuses, collections, and values |
| Operator | 22 | Operator nodes | Calculates, compares, filters, sorts, selects, merges, and converts data |
| FX | 7 + 2 Demo | FX nodes | Requests visual, audio, animation, floating-text, motion, and camera feedback, including two Demo extensions |
| Event | 2 | Event nodes | Raises an internal GCS event or a GES event |
| Group | 1 | Group node | Presents selected nodes as one collapsible block; it is created by shortcut rather than Add Node |
For a compact map of the same families and editor counts, see Built-In Node Library.
What every node entry containsโ
| Part | Coverage |
|---|---|
| Screenshot | A real screenshot of the current node layout, generated from the registered node metadata |
| Purpose and timing | What the node represents, when to use it, and when another family is the correct choice |
| Inputs | Every control and data input, its type, fallback, and dynamic availability where applicable |
| Outputs | Every control and result output, including values that only exist after execution |
| Parameters | Every serialized field, default value, available option, and mode-specific condition |
| Runtime boundary | Target resolution, empty-context behavior, collection handling, asynchronous continuation, missing-asset behavior, and other implementation limits that affect authoring |
Dynamic ports are documented in the mode where they appear. For example, a parameter may become a data input only after it is exposed, and a target port may disappear when a node switches from unit anchoring to a fixed position. The manual records both the editor condition and the value the runtime actually reads.
Use the reference without losing graph contextโ
- Press
Tabto find the family and inspect a node's visible ports. - Open the linked family manual and jump to the node heading.
- Confirm Inputs, Outputs, Parameters, defaults, and dynamic conditions before wiring it.
- Read the runtime boundary before relying on collection order, fallback targets, timing, or presentation assets.
The manual is the source for authoring behavior. Class names and serialization details belong to extension development; use Custom nodes when implementing a new node type.