A list of all available nodes for battle AIs.
Learn more about battle AIs in this documentation. There are currently 110 battle AI nodes available.
Action #
Queued Action #
Performs the combatant’s next queued AI action.
If the action can’t be performed, ‘Next’ is executed.
Attack #
Performs the combatant’s base attack or counter attack.
If the action can’t be performed, ‘Next’ is executed.
Ability #
Performs an ability of the combatant.
If the action can’t be performed, ‘Next’ is executed.
Class Ability #
Performs the combatant’s class ability.
If multiple class abilities are available (e.g. due to using class slots with multiple equipped classes), the first useable class ability is used.
If the action can’t be performed, ‘Next’ is executed.
Item #
The combatant uses an item.
If the action can’t be performed, ‘Next’ is executed.
Defend #
The combatant uses the defend command.
If the action can’t be performed, ‘Next’ is executed.
Escape #
The combatant uses the escape command.
If the action can’t be performed, ‘Next’ is executed.
Death #
The combatant dies.
None #
The combatant does nothing.
Change Member #
The combatant is exchanged with a member of the combatant’s non-battle group (battle reserve).
Grid Move #
The combatant moves on the grid, either toward a target, flees from a target or to a random cell within move range.
If the target is reachable, but no grid move action can be performed in this turn (e.g. not enough move range left), ‘Reachable’ will be executed next, otherwise ‘Next’.
Shortcut Slot #
Performs an action stored in a shortcut slot.
If the action can’t be performed, ‘Next’ is executed.
Selected Data Action #
Performs an action stored in selected data.
If the action can’t be performed, ‘Next’ is executed.
Action Queue #
Queued Action Count #
Checks how many actions are already queued in the user’s AI action queue.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Clear Queued Actions #
Remove all currently queued AI actions of the combatant.
Base #
Layer Gate #
Connects two layers.
Random #
Randomly executes a next node out of a list of defined nodes.
Battle AI #
Executes another battle AI to find a battle action.
If no action is found, ‘Next’ will be executed.
Keep in mind that using the same battle AI can result in a loop and will ultimately crash the game.
Comment #
Leave a comment in your battle AI.
This node does nothing and is only for commentary purposes.
Unity Console #
Prints a text to the Unity console using ‘Debug.Log()’.
Chance #
Which node will be executed next is decided by chance.
The chance is checked against a random number between two values (default 0 and 100, you can change this in the game settings).
The next node of the first defined value range, that includes the chance, will be executed.
If no range contains the chance, ‘Failed’ will be executed.
Check Difficulty #
Checks the game’s currently selected difficulty.
If the check is true, ‘Success’ will be executed next, otherwise ‘Failed’.
Check Value #
A value (e.g. result of a formula) will be checked with a defined value.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Check Battle Turn #
Checks the current battle turn (independent of combatants).
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Please note that battle turns are only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
In ‘Active Time’ battles, a battle turn lasts until each combatant (that’s able to) has performed 1 action.
Combatant #
Has Combatant Trigger #
Checks if a combatant has combatant triggers.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
In Combatant Trigger #
Checks if a combatant is within one of the user’s combatant triggers (or the user in another combatant’s trigger).
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Combatant Trigger Time #
Checks if a combatant is within one of the user’s combatant triggers for a defined amount of time (or the user in another combatant’s trigger).
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Turn #
Checks a combatant’s turn number (i.e. the number of actions/turns performed by the combatant).
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Turn Value #
Checks a combatant’s turn value.
The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi Turns’.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Action Bar #
Checks a combatant’s action bar.
In ‘Turn Based Battles’ and ‘Phase Battles’, the action bar represents the actions per turn of the combatant.
In ‘Active Time Battles’, the action bar represents the timebar of the combatant.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Action Time #
Checks a combatant’s action time.
The action time is an optional feature to limit the time a combatant has to perform actions.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Status #
Checks a combatant for defined status conditions, e.g. status value.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the conditions will be added to the target list. The target list will be used by actions to determine the target.
Get Status Value #
The combatant with the highest or lowest value of a selected status value will be added to the target list.
The target list will be used by actions to determine the target.
Get Attack Modifier #
The combatant with the highest or lowest value of a selected attack modifier will be added to the target list.
The target list will be used by actions to determine the target.
Get Defence Modifier #
The combatant with the highest or lowest value of a selected defence modifier will be added to the target list.
The target list will be used by actions to determine the target.
Compare Status Value #
Checks the status value of targets against the user’s value and adds them to the target list.
E.g. add all enemies that have less HP than the user.
The target list will be used by actions to determine the target.
Add Temporary Ability #
Adds a temporary ability to a combatant.
Remove Temporary Ability #
Removes a temporary ability from a combatant.
Status Value Sort Targets #
Sort the found targets based on a defined status value.
Get Battle Statistic #
The combatant with the highest or lowest defined battle statistic will be added to the target list.
E.g. use this to get the combatant that dealt the most damage to the user.
Requires using the ‘Combatant Battle Statistics’ settings defined in ‘Battle System > Battle Settings’.
The target list will be used by actions to determine the target.
Store Combatant Count #
Stores the number of combatants in the scene into a float variable.
The found combatants can be filtered by different settings, e.g. being enemy of the user or status conditions.
Change Formation #
Changes the formation of the user’s group.
In Formation #
Checks if the user’s group currently is in any or a defined formation, or checks if a combatant is part of a formation.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Faction #
Checks the faction of a combatant.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Faction Sympathy #
Checks the sympathy a faction has for the user’s faction (or the user for the checked combatant’s faction).
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Faction Benefit #
Checks the benefit a faction gives to another faction.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Is Linked Combatant #
Checks if the user is linked to another combatant.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the conditions will be added to the target list. The target list will be used by actions to determine the target.
Status Effect Added By #
Checks if the user’s status effect was added by a target.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the conditions will be added to the target list. The target list will be used by actions to determine the target.
Add Combatant Body Part #
Adds body parts to a combatant.
Please note that you can’t add body parts to body parts.
Remove Combatant Body Part #
Removes a body part from a combatant.
The body part will also be removed from battle.
Grid Formation #
Use Grid Formation #
Initiates a defined grid formation for the user’s group or the found targets.
Only used in grid battles.
Break Grid Formation #
Ends the current or only a defined grid formation of the user’s group.
Only used in grid battles.
Update Grid Formation #
Updates the user group’s grid formation (formation positions, filling empty positions).
Please note that this also happens automatically – the formation positions are updated when the leader’s cell changes and empty positions are filled when a combatant is removed from the formation (e.g. upon death or leaving group).
Only used in grid battles and when the user’s group is using a grid formation.
Use Grid Formation Rotation #
Uses the rotations on the grid formation positions (e.g. using leader’s rotation).
Changes the rotation of the user or all combatants of the formation that are on their formation position cells.
Only used in grid battles and when the user’s group is using a grid formation.
In Grid Formation #
Checks if the user’s group currently is in any or a defined grid formation, or checks if a combatant is part of a formation.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Is Grid Formation Leader #
Checks if a combatant is the leader of a grid formation.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
In Grid Formation Position #
Checks if a combatant is on the assigned grid formation position cell.
The formation leader is always in formation position.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Grid Formation Finished #
Checks if all combatants reached their grid formation position.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Grid Formation Possible #
Checks if a combatant group’s formation is possible or a defined grid formation is possible at a combatant’s cell.
A formation isn’t possible if one of the position cells is blocked or invalid (outside the grid).
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Reassign Formation Position #
Reassigns the user’s grid formation position with a new combatant.
The user will be assigned to a new formation position afterwards (if possible).
Only used in grid battles and when the user’s group is using a grid formation.
Move AI #
Change Move AI #
Changes the move AI of the user.
Change Move AI Mode #
Changes the use mode of the user’s move AI.
Change Move AI Stop Angle #
Changes the stop angle of the user’s move AI.
The stop angle is used by hunting and caution modes to optionally move to a specific position around the target.
The used angle value defined here is calcualted only when setting the stop angle, not for each time it’s used by the move AI.
Check Move AI Detection #
Checks if the targets are detected by the combatant’s move AI detection.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Move AI Hunting #
Checks if the targets are valid for hunting due to the combatant’s move AI hunting conditions. The combatant needs to be aggressive in order to hunt targets.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Move AI Flee #
Checks if the targets are valid for fleeing due to the combatant’s move AI flee conditions.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Move AI Caution #
Checks if the targets are valid for being cautious due to the combatant’s move AI caution conditions.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Move AI Target #
Checks if the targets are the current target of the combatant’s move AI.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Position #
Check Distance #
The distance between user and target is checked with a defined value.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Angle #
The angle between user and target is checked with a defined value.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Orientation #
Checks the orientation from user to target (e.g. if the target is in front of the user).
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Check Grid Distance #
The distance on a battle grid between user and target is checked with a defined value.
Neighbouring cells have a distance of 1, a cell between is distance of 2, etc.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Only used in grid battles.
Is Grid Cell Diagonal #
Checks if user and target are diagonal to each other (‘Square’ grids only).
Any combatant that is diagonal will be added to the target list. The target list will be used by actions to determine the target.
Only used in grid battles.
Rotate To Target #
Changes the user’s rotation to look at the found target.
Grid Rotate To Target #
Changes the user’s orientation on the grid to look at the found target.
Only used in grid battles.
Get Nearest #
Adds the nearest combatant to the target list.
The target list will be used by actions to determine the target.
In Use Range #
Checks if a combatant is within use range of a selected action of the user, a battle range template or a custom battle range.
If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
In Grid Action Range #
Checks if a combatant is within move range and use range of a selected action of the user, a battle range template or a custom battle range.
Please note that this can be performance heavy, as it’ll potentially check every cell in move range for the use range of the action.
If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Distance Sort Targets #
Sort the found targets based on their distance to the user.
Check Grid Cell Type #
Checks if a combatant is currently on a cell of a defined grid cell type.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Only used in grid battles.
Get Weighted Group #
Uses the largest or smallest weighted group of combatants as targets.
A weighted group is based on the physical proximity between combatants, defined by a maximum distance between them.
The combatants of the weighted group will be added to the target list. The target list will be used by actions to determine the target.
Check Height Differences #
Checks if a combatant is above or below the user.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Selected Data #
Clear Selected Data #
Clears selected data, i.e. either all or the selected data of the defined key will be removed.
Selected Data Count #
Checks how many data is stored in a selected data list.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Select Selected Data #
Uses the first, last, a random or all content from another selected data as selected data.
E.g. select a random content from a list of data.
If something was stored, ‘Success’ will be executed, otherwise (i.e. nothing left to store) ‘Failed’.
Select Combatant #
Uses combatants as selected data.
Select Combatant Body Part #
Uses body parts of combatants or the parent combatant of body parts as selected data.
Select Ability #
Uses abilities of combatants or a newly created ability as selected data.
Select Base Attack #
Uses base attacks of combatants as selected data.
Select Counter Attack #
Uses counter attacks of combatants as selected data.
Select Equipment #
Uses the equipment currently equipped on combatants as selected data.
Select Item #
Uses items from the inventory of combatants or newly created items as selected data.
Check Selected Data Level #
Checks the level of something stored in selected data.
E.g. Checks the level of an ability, equipment, combatant or class stored in selected data.
Init Selected Data Variables #
Initializes variables of content stored in selected data.
This can be used to initialize the variables of abilities, items or equipment again, using a defined combatant as user.
Target #
Clear Found Targets #
All found targets will be removed.
Change Found Targets #
Changes the found targets using the first, last, a random or all found targets.
Check Target Count #
Checks the number of found targets.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Doesn’t influence the target list.
Use Last Targets #
Adds the last targets of the user (or other combatants) to the found targets list.
Use Attacked By #
Adds the combatants that attacked the user (or other combatants) to the found targets list.
Use Killed By #
Adds the combatant that killed the user to the found targets list.
This is only available if the combatant was previously killed by someone in battle.
Use Combatant #
Adds the combatant’s group/individual target, last target, attacked by target, killed by target or linked combatant to the found targets list.
Store Targets #
Store the currently found targets list.
Targets are stored using a ‘target key’ to allow storing different target lists.
You can store targets for the group or the user (individual combatant), storing targets for the group allow all group members to access the targets.
Load Targets #
Loads previously stored targets into the found targets list.
Has Stored Targets #
Checks if stored targets of a defined key exist, optionally also checking for status conditions (e.g. not being dead).
Can also remove combatants from the stored targets that don’t match the status conditions.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Change Selected Target #
Changes the group/individual target of the user using the currently found targets.
Variable #
Check Object Variables #
Checks a combatant’s object variables (requires an ‘Object Variables’ component attached to the combatant’s game object).
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Change Variables #
Changes variables.
Check Variables #
Checks if variables have certain values.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Doesn’t influence the target list.
Variable Fork #
Checks if a single variable for certain values.
If a variable condition is valid, it’s next node will be executed.
If no variable condition is valid, ‘Failed’ will be executed.
Get Object Variable #
The combatant with the highest or lowest float object variable will be added to the target list.
The target list will be used by actions to determine the target.