---
title: Schematic Nodes
url: "https://orkframework.com/guide/ork4/ork4-documentation/ork4-features/ork4-schematic-nodes/"
updated: "2026-07-25"
category: Features
---

# Schematic Nodes

A list of all available nodes for schematics.

Learn more about schematics in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/ork4-features/schematics/). There are currently 956 schematic nodes available.

## Animation/Combatant

### Combatant Animation

Plays or stops an animation on a combatant.
 If the selected object isn’t a combatant, or the selected organizer type isn’t defined, no animation will be played/stopped.

### Auto Animation

Enables or disables the auto move animation of a combatant.

### Death Animation

Plays the death animation on dead combatants.

### Revive Animation

Plays the revive animation on dead combatants.

## Animation/Fade

### Fade Screen

Fades the screen.

### Set Screen Color

Set’s the screen fade color, canceling all ongoing screen fades.

### Change UI Color

Changes or fades the color of a UI box, HUD, flying text or anything implementing the ‘IColorFadeable’ interface stored in selected data.
 Fading can either fade to a color, flash to a color and back, start blinking to a color and back or stop all fading.

### Change UI Offset

Changes or fades the animation offset of a UI box, HUD, flying text or anything implementing the ‘IUIAnimation’ interface stored in selected data.
 Use this to e.g. move in a UI box from a side to it’s original position.

### Shake UI Offset

Shakes a UI box, HUD, flying text or anything implementing the ‘IUIAnimation’ interface stored in selected data.
 Shaking uses the animation offset of the UI (same as ‘Change UI Offset’ node).

### Change UI Scale

Changes or fades the scale factor of a UI box, HUD, flying text or anything implementing the ‘IUIAnimation’ interface stored in selected data.

### Change Color

Changes or fades the color of renderers, lights or color fields/properties.
 Fading can either fade to a color, flash to a color and back, start blinking to a color and back or stop all fading.

## Animation/Legacy Animation

### Play Legacy Animation

Plays or stops a legacy animation on an object instance.

### Rewind Animation

Rewinds an animation clip or all animations of an object instance.

### Is Animation Playing

Checks if a defined animation clip is playing.
 If the animation clip is playing, ‘Success’ will be executed, otherwise ‘Failed’.

### Animation Culling Type

Changes the culling type of the animation component.

### Animation Layer

Changes the layer of an animation clip.

### Animation Speed

Changes the speed of an animation clip.

### Animation Time

Changes the time of an animation clip.

### Animation Weight

Changes the weight of an animation clip.

### Animation Wrap Mode

Changes the wrap mode of an animation clip or animation component.

### Animation Blend Mode

Changes the blend mode of an animation clip.

### Add Mixing Transform

Adds a transform that should be animated to an animation clip.

### Remove Mixing Transform

Removes a transform that shouldn’t be animated from an animation clip.

### Store Animation Value

Stores a value of an animation clip into a double variable.

## Animation/Mecanim

### Play Mecanim Animation

Changes parameters of a mecanim animator on an object instance.

### Animator Speed

Changes the speed of the animator of an object instance.

### Animator Culling Mode

Changes the culling mode of the animator of an object instance.

### Animator Update Mode

Changes the update mode of the animator of an object instance.

### Animator Feet Pivot

Changes the feet pivot of the animator of an object instance.

### Animator Weight

Changes the a weight value of the animator of an object instance.

### Animator Set Vector3

Changes the position or rotation of the body or root of the animator of an object instance.

### Animator Get Vector3

Stores a Vector3 value of an animator into a Vector3 variable (e.g. the position of an IK goal).

### Animator Rebind

Rebinds all the animated properties and mesh data with the animator of an object instance.

### Animator Update

Evaluates the animator of an object instance based on delta time.

### Animator Target

Sets the target of the animator of an object instance.

### Get Bone Transform

Uses a bone transform of an animator and uses it to change selected data.
 Selected data can be used to store different data, e.g. an object instance or a list of game objects.

### Store Animator Parameter

Stores a parameter of an animator into a variable.

### Change Animator Controller

Change the animator controller used by an object instance’s ‘Animator’ component.
 Supports animator controllers and animator override controllers.

### Apply Builtin Root Motion

Apply an ‘Animator’ component’s built-in root motion.
 Use this in schematics started by the ‘Animator Move’ start type of ‘Animation Machine’ components or the ‘State Move’ start type of ‘Animator State Machine’ components to use the default root motion.

## Animation/Playable

### Change Director State

Changes the state of ‘Playable Director’ components.
 Plays, pauses, resumes or stops playback of a director.

### Change Director Asset

Changes the playable asset of ‘Playable Director’ components.

### Is Director Playing

Checks if ‘Playable Director’ components are playing.
 If a director is playing, ‘Is Playing’ will be executed, otherwise ‘Not Playing’.

### Change Director Time

Changes the state of ‘Playable Director’ components.

### Store Director Time

Stores a time value of a ‘Playable Director’ component into a double variable.

### Change Director Update Mode

Changes the time update mode of ‘Playable Director’ components.

### Change Director Wrap Mode

Changes the wrap mode of ‘Playable Director’ components.

## Audio

### Pause Audio Listeners

Pauses or unpauses all audio listeners in the scene.
 Uses ‘AudioListener.pause’ to pause/unpause audio listener components.

## Audio/Audio

### Play Sound

Plays a sound.
 If no audio component is added to the object instance, a new one will be added automatically.

### Stop Sound

Stops a sound.

### Play Sound (Channel)

Plays a sound on a sound channel.

### Stop Sound (Channel)

Stops a sound on a sound channel.
 Please note that sounds played with ‘Play One Shot’ can’t be stopped.

### Change Playback Position

Changes the playback position of the currently playing music or an audio asset on a sound channel or object instance’s audio source.

### Audio Component Settings

Changes the settings of a music channel’s, sound channel’s or object instance’s audio component.

### Change Sound Volume

Changes the sound volume – either sets or fades the volume.
 Already playing audio assets will not be updated by this.

### Change Global Volume

Changes the global volume – either sets or fades the volume.
 The global volume is used to scale both music and sound volume.
 Already playing audio assets will not be updated by this.

### Change Music Volume

Changes the music volume – either sets or fades the volume.
 This changes the overall music volume, not the volume of the playing clip.

### Play Sound At Point

Plays a sound at a defined position.
 This will create an audio source at the position and disposes of it afterwards.

## Audio/Audio Filter

### Audio Chorus Filter

Changes settings of an audio chorus filter component on an object instance.
 If the component isn’t added, a new component will be added (requires an audio source or audio listener attached to the object instance).

### Audio Distortion Filter

Changes settings of an audio distortion filter component on an object instance.
 If the component isn’t added, a new component will be added (requires an audio source or audio listener attached to the object instance).

### Audio Echo Filter

Changes settings of an audio echo filter component on an object instance.
 If the component isn’t added, a new component will be added (requires an audio source or audio listener attached to the object instance).

### Audio High Pass Filter

Changes settings of an audio high pass filter component on an object instance.
 If the component isn’t added, a new component will be added (requires an audio source or audio listener attached to the object instance).

### Audio Low Pass Filter

Changes settings of an audio low pass filter component on an object instance.
 If the component isn’t added, a new component will be added (requires an audio source or audio listener attached to the object instance).

### Audio Reverb Filter

Changes settings of an audio reverb filter component on an object instance.
 If the component isn’t added, a new component will be added (requires an audio source or audio listener attached to the object instance).

## Audio/Audio Mixer

### Transition To Snapshots

Transitions an audio mixer to a weighted mixture of snapshots.
 The weight weill be ignored if only one snapshot is found/used.

### Set Output Mixer Group

Set the output audio mixer group of an audio mixer.

### Set Audio Source Output

Set the output of an audio source to a defined audio mixer group.

### Set Music Channel Output

Set the output of a music channel to a defined audio mixer group.

### Audio Mixer Change Float

Sets or resets the value of an exposed float parameter of an audio mixer.
 If the parameter was set, ‘Success’ will be executed, otherwise ‘Failed’.

### Audio Mixer Store Float

Stores the value of an exposed float parameter of an audio mixer into a double variable.
 If the parameter exists, ‘Success’ will be executed, otherwise ‘Failed’.

## Audio/Music

### Change Music

Plays or stops a music clip.

### Store Music

Stores a music channel’s currently playing music clip and its time position, or only store the time position of the music clip without storing the playing clip on the channel.

### Is Music Playing

Checks if a defined music channel or any channel is currently playing music or a defined music clip.

## Base

### Layer Gate

Connects two layers.

### Empty

This is an empty node.
 This node being empty can be the result of a custom node script not being found (e.g. removed from the project).
 This node will remember the data previously stored in it in case the script is added to the project again at a later time.

### Wait

Waits for a defined time.

### Random

Randomly executes a next node out of a list of defined nodes.

### Comment

Leave a comment in your schematic.
 This node does nothing and is only for commentary purposes.

### 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 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’.

### Loop

Increases a long variable by one until it reaches a defined maximum value.
 Use this node to easily loop nodes for a number of times before continuing with the rest of the schematic.
 If the loop finished (i.e. the long variable being max count or larger), ‘Finished’ will be executed next, otherwise ‘Loop’.

## Battle/Action

### Is Battle Action

Checks if the schematic was started by a battle action (e.g. from an ability or item).
 Either check for being started by any action or by a defined action.
 If it was started by a battle action, ‘Success’ will be executed, otherwise ‘Failed’.

### Is Player Controlled

Checks if a combatant is player controlled.
 A combatant is player controlled if it’s part of the active player group.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Consume Costs

Consumes the use costs of the action (e.g. ability use costs, consumes the used item).
 The ‘Calculate’ node will no longer consume the use costs when they’ve already been consumed. This node will consume them each time it’s used.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### No Use Costs

The use costs of the action will not be consumed (e.g. ability use costs, consumes the used item).
 The ‘Calculate’ node will no longer consume the use costs when they’ve already been consumed. This node will consume them each time it’s used.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### No Time Consume

The action will not consume time, i.e.:In ‘Active Time Battles’, the timebar will not be reduced by the actions costs.
 In ‘Turn Based Battles’, the action cost will not reduce the actions per turn.
 In ‘Turn Based Battles’ using ‘Multi Turns’, the ‘Turn Value’ will not be reset after the action.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Damage Multiplier

Set the damage multiplier of the battle action this schematic belongs to.
 The damage multiplier is used to manipulate the outcome of every damage calculation (e.g. ‘Calculate’ node), e.g.:
 – A damage multiplier of 1 means normal damage.
 – A damage multiplier of 2 means double damage.
 – A damage multiplier of 0.5 means half damage.
 You can use this node to e.g. increase the damage of an attack when a button was pressed (Wait for Button node).
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Can Use Action

Checks if the user of the battle action can use it.
 If the user can use the action, ‘Success’ will be executed, otherwise ‘Failed’.
 The schematic must be started by a battle action to use this node.

### Clear Battle Actions

All battle actions that haven’t started will be removed from the running battle.

### Stop Battle Actions

Stops currently performing battle actions.
 Stops either all actions, the actions of a defined combatant or actions stored in selected data.

### Remove Battle Actions

Removes battle actions that are scheduled with the system but not yet performing or casting.
 Removes either all actions, the actions of a defined combatant or actions stored in selected data.

### Replace Battle Action

Replaces scheduled battle actions with a new battle action.
 This can only be used to replaces battle actions that have been added to the system but are not yet casting or performing.
 If more than one action is replaced, the first found action will be replaced and the others will be removed.

### Change Action Targets

A combatant is added or removed as a target of the action, or all targets can be removed.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Use Battle Action

Tries to use a battle action or adds it to a combatant’s next action list.
 Using the action depends on the current state of the combatant and battle system – it might not be used at all.
 Adding the action to a combatant’s next action list will use the action the next time the combatant can perform an action (i.e. called through the battle system).

### End Battle Action

The battle action will end after this schematic.
 All schematics of the action that would run after this schematic will be removed.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Set Battle Action Finished

The battle action will be set to be finished immediately, while the action’s schematics continue (including schematics that would run after the current schematic).
 This’ll cause the action’s end to be used (e.g. unblocking controls, ending turn, etc.) and releases the user from being in action (e.g. allowing a new action to be used).
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Is Battle Action Finished

Checks if a battle action has already finished (either by finishing it’s last schematic or via the ‘Set Battle Action Finished’ node).
 The schematic must be started by a battle action, or actions stored in selected data can be used.
 If the action is finished, ‘Success’ will be executed, otherwise ‘Failed’.

### Is Current Battle Action

Checks if a battle action is a combatant’s current action.
 The schematic must be started by a battle action, or actions stored in selected data can be used.
 If the action is the current action, ‘Success’ will be executed, otherwise ‘Failed’.

### Cancel Death

Cancels the death of the combatant.
 Only used during death actions.
 Please note that this doesn’t change any ‘Consumable’ type status values.
 The schematic must be started by a death battle action, or death actions stored in selected data can be used.

### End Turn

Ends the turn of a combatant.
 If the schematic is animating a battle action and the combatant is the action’s user, the combatant’s turn will end after the action.

### In Use Range

Checks if a combatant, grid cell or object (position) is within use range of a combatant’s base/counter attack, ability, class ability, item shortcut slot (assigned with an ability or item), battle range template or a custom battle range.
 Cells are only checked in grid battles.
 If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.

### Learn Action Ability

Learns the ability of the used battle action.
 Only used if the used battle action is an ability action.
 If the ability was learned by a combatant, ‘Learned’ will be executed next, otherwise ‘Not Learned’.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Change Action Cost

Change the action cost of the battle action.
 The action cost is only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Check Action Cost

Checks the acion cost of the battle action.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
 The action cost is only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
 The schematic must be started by a battle action, or actions stored in selected data can be used.

### Clear Next Actions

Removes all scheduled next actions of a combatant.
 Next actions can be scheduled by status effects (end action), ‘Use Battle Action’ nodes and the ‘Command’ battle menu item.

### Is Targeting Combatant

Checks if a combatant is targeting another combatant.
 Checks battle actions registered with the system (scheduled, casting and active) for the involved user and target.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Use Range

Stores the use range of an ability, item or action stored in selected data into a double variable.

### Store Affect Range

Stores the affect range of an ability, item or action stored in selected data into a double variable.

### Select Combatant Action

Use the current or next (single) battle action of a combatant as selected data.
 If an action was found/stored, ‘Success’ will be executed, otherwise ‘Failed’.

### Select Battle Actions

Uses battle actions currently registered with the system to change selected data.
 The battle actions are stored into selected data in the order they’re registered with the system.
 If an action was found/stored, ‘Success’ will be executed, otherwise ‘Failed’.

### Filter Selected Battle Actions

Filters battle actions stored in selected data and only keeps actions matching the defined conditions.
 E.g. filter for specific actions, check the action’s user or targets, etc.
 Other data (e.g. object instances or variable handlers) will be removed.

### Select Battle Action User

Uses the user(s) of battle actions (stored in selected data) to change selected data.

### Select Battle Action Target

Uses the target(s) of battle actions (stored in selected data) to change selected data.

## Battle/Action Outcome

### Calculate Action

Calculates the actual battle action outcome (i.e. the attack, ability or item use, etc.) and the damage done (damage, refresh, miss or status effect texts are displayed).
 This node can automatically animate the target according to what happened in the battle action (e.g. play the damage animation defined for the combatant).
 Don’t use this node if you want to use ‘Damage Dealer’ and ‘Damage Zone’ components to handle a battle action’s outcome.
 You can use multiple ‘Calculate’ node to create multi-damage attacks (i.e. attacks/abilities with more than one damage).
 The next node that will be executed can optionally depend on the outcome of the calculation – ‘Next’ is executed on a standard hit or if no other criteria matched.
 When using ‘Critical’, ‘Miss’ and ‘Block’ slots, the one with the highest count (e.g. 2 criticals > 1 miss) is used.
 The schematic must be started by a battle action to use this node.

### Determine Action Outcome

Determines if an action’s outcome is hit, critical hit, miss or block.
 This’ll set the outcome for the used targets, either only for the next calculation or for all calculations (during this action).
 Only used by ability and item actions – all other actions don’t have any other outcome than ‘Next’ (i.e. hit).
 The schematic must be started by a battle action to use this node.

### Check Det. Action Outcome

Checks the previously determined action outcome (via ‘Determine Action Outcome’ or ‘Set Det. Action Outcome’ nodes).
 The schematic must be started by a battle action to use this node.

### Set Det. Action Outcome

Sets the determined action outcome.
 You can use this to e.g. force critical hits, or clear the previously determined outcome.
 Please note that only abilities and items use the determined action outcome.
 The schematic must be started by a battle action to use this node.

### Activate Damage Dealer

Activates/deactivates ‘Damage Dealer’ components of the user of the battle action (or on spawned prefabs).
 ‘Damage Dealer’ components can’t do damage without being activated.
 The schematic must be started by a battle action to use this node.

### Set Damage Dealer Action

Sets the action of ‘Damage Dealer’ components of the user of the battle action (or on spawned prefabs).
 This node only sets the action, sound and prefab of ‘Damage Dealer’ components, it needs to be activated via an ‘Activate Damage Dealer’ node as well.
 ‘Damage Dealer’ components can’t do damage without an action (and being activated).
 The schematic must be started by a battle action to use this node.

### Use Damage Zone

Uses a ‘Damage Zone’ component on an object instance (e.g. found via a raycast or a combatant’s object instance) and deals damage as if it where hit by a ‘Damage Dealer’ component.
 If a ‘Damage Zone’ was found and used, ‘Success’ will be executed, otherwise ‘Failed’.
 ‘Success’ doesn’t mean that damage was dealt, only that a damage zone was hit.
 The schematic must be started by a battle action to use this node.

### Use Ability Calculation

Uses an ability (without animating via schematics) – the user/target changes will be calculated.
 The user doesn’t need to know the ability or ability level.
 Counters won’t work when used in a schematic not started by a battle action.

### Use Item Calculation

Uses an item (without animation) – the user/target changes will be calculated.

### Is Action Countered

Checks if the schematic’s battle action caused a counter attack and optionally stores the countering combatants into selected data.
 If the action will be countered, ‘Success’ will be executed, otherwise ‘Failed’.
 The schematic must be started by a battle action to use this node. Counters can only occur after calculating an action’s outcome.

## Battle/AI

### Change AI Controlled

Changes if a combatant is AI controlled or not.
 This is only used for combatants of the player group – other combatants are always AI controlled.

### Is AI Controlled

Checks if a combatant is AI controlled.
 Combatants that are not part of the player group are always AI controlled.
 If the combatant is AI controlled, ‘Success’ will be executed, otherwise ‘Failed’.

### Block Battle AI

Blocks or unblocks the battle AI of a combatant.
 AI controlled combatants will only use the ‘None’ action if their battle AI is blocked.

### Is Battle AI Blocked

Checks if a combatant’s battle AI is blocked.
 If the battle AI is blocked, ‘Success’ will be executed, otherwise ‘Failed’.

## Battle/Battle

### Start Battle

Starts a battle – the schematic continues after the battle ends.
 The selected object must either be a combatant or have a ‘Battle’ component attached with a correctly set up battle.
 Only battles between enemy factions are possible – i.e. the player can’t fight an allied faction.

### Change Battle Type

Changes the type of the running battle.

### Check Battle Type

Check the type of the running battle.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Set Battle Scene ID

Sets or removes the scene ID of the ‘Battle’ component the current battle uses.
 No scene ID is set if no ‘Battle’ component is involved (i.e. when using ‘Real Time Battle Area’ components).

### Check Battle Advantage

Checks the battle advantage of the current battle.
 Depending on the battle advantage either ‘None’, ‘Player’ or ‘Enemy’ will be executed next.
 No running battle results in ‘None’ advantage.

### End Phase

The phase will end after the next action finished – combatants who didn’t chose an action yet will not be able to do so.
 This will clear the current faction’s remaining combatants and the currently selecting combatant.
 Only used in ‘Phase’ battles – it’s recommended to only use it in a schematic started by a battle action or a combatant’s turn start/end schematics. Any other situation might result in unexpected behaviours or stuck battles.

### End Battle

Ends the currently running battle with a defined outcome.
 Nothing happens if no battle is running.

### Check Battle Outcome

Checks the outcome of the current battle.
 Has next slots for each possible outcome.

### Block Active Time

Blocks or unblocks progress of active time bars.
 When blocked, the timebars of all combatants will not increase.

### Toggle Battle Camera

Toggle the battle camera on or off.
 This is the same as using the (optional) toggle key in the battle camera’s settings (‘Battle System > Battle Camera’).

### Phase Selecting User

Changes a running ‘Phase’ battle’s currently selecting user to a defined combatant.
 Only used during ‘Phase’ battles and if the defined combatant is a member of the player group.

### Cancel Battle End

Cancels the end of the battle.
 Only has an effect when used while the battle system waits for actions to finish before ending the battle.
 E.g. use this node if you replace a member of the player group in the combatant’s death schematic to cancel an occuring game over and keep the battle going.

### Change Can Escape Battle

Changes if the player can escape the battle.

### Change Random Battle Factor

Changes the random battle factor.

### Turn Based Order Changes

Change the turn order or combatants in ‘Turn Based’ battles.

### Reopen Battle Menu

Reopens the battle menu that started this schematic or that’s currently open (battle system).
 Only available if the schematic was started by a battle menu or a battle menu is currently open.
 If the battle menu found (i.e. schematic started by a battle menu or open battle menu), ‘Success’ will be executed, otherwise ‘Failed’.

### Stop Target Selection

Ends a combatant’s active target selection (including any cell selections).
 Please note that this can lead to returning to the previous battle menu selection, depending on how the target selection was started.

### 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.

## Battle/Combatant

### Look At Enemies

All combatants participating in battle will look at their enemies.
 Note that only combatant’s that are already in the scene will look at their enemies.
 When using a ‘Battle Grid’, the rotation will be adjusted to the grid directions.

### Join Battle

A combatant joins the battle.
 The combatant is spawned at the first free battle spot of its group.

### Join Turn Order

A combatant joins the turn order of a running battle.
 This is only used by ‘Turn Based’ and ‘Phase’ battles, allowing the combatant to perform actions in the current turn.

### Set Turn Ended

A combatant’s turn state is set to have ended (i.e. ‘After Turn’ state).
 This doesn’t use the combatant’s regular end turn functionality and only sets the state.

### Leave Battle

A combatant leaves the battle.

### Check Turn

Checks a combatant’s turn.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Set Attacked By

Mark that a combatant has been attacked by another combatant.
 This can influence various things, e.g. victory gains, faction sympathy changes, etc.

### Set Killed By

Mark that a combatant has been killed by another combatant.
 This can influence various things, e.g. victory gains, faction sympathy changes, etc.

### Change Last Target

Changes the last targets of a combatant.
 This can influence various things, e.g. AI target selection, etc.

### Change Selected Target

Changes the group/individual target of a combatant.

### Mark As Temporary Combatant

A combatant will be marked as temporary combatant.
 Temporary combatants can be removed (e.g. at the end of a battle) by the ‘Remove Temporary Combatant’ node.
 You can use marking combatants as temporary e.g. for summon game mechanics.

### Remove Temporary Combatant

Removes combatants marked as temporary from their groups and destroys their object instances.
 Combatants can be marked as temporary using the ‘Mark As Temporary Combatant’ node.
 You can use marking combatants as temporary e.g. for summon game mechanics.

### Change Turn Value

Changes the turn value of a combatant.
 The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi Turns’.
 If the used combatant is the user, use a ‘No Time Consume’ node to prevent the turn value from being reset after the action.

### 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 valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Action Bar

Changes the action bar of a combatant.
 In ‘Turn Based Battles’ and ‘Phase Battles’, this will change the actions per turn of the combatant.
 In ‘Active Time Battles’, this will change the timebar of the combatant.

### 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’.

### Change Action Time

Changes the action time of a combatant.

### Check Action Time

Checks a combatant’s action time.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Action Time Running

Changes if a combatant’s action time is running or not.

### Is Action Time Running

Checks if a combatant’s action time is running.
 If the combatant’s action time is running, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Aggression State

Changes if a combatant is aggressive or not.

### Is Aggressive

Checks if a combatant is aggressive.
 If the combatant is aggressive, ‘Aggressive’ will be executed, otherwise ‘Not Aggressive’.

### Enable Auto Attack

Enables or disables auto attacks of a combatant.

### Change Auto Attack Time

Changes the auto attack time of a combatant.
 This will set the time until the next auto attack, not change the general auto attack interval.

### Change Defending State

Changes the defending state of a combatant, either defending or not defending.

## Battle/Gains

### Collect Battle Gains

Collect the battle gains (loot, experience) and optionally display the loot/gains and level up texts.

### Close Battle Gains

Closes a currently opened battle gains/loot dialogue.

### Clear Battle Gains

All gains of this battle (loot, experience) that haven’t been collected will be removed.

### Add Loot

Adds items, equipment, currency or other loot to the battle’s loot.
 Can use content from selected data, defined in loot tables or individual defined items.

### Change Loot Rewards

Changes the quantity of loot of the battle’s gains.

### Add Experience Reward

Adds additional experience rewards to the battle’s gains.

### Change Experience Rewards

Changes experience rewards of the battle’s gains.

### Check Experience Rewards

Check experience rewards of the battle’s gains.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Add Normal SV Reward

Adds additional ‘Normal’ status value rewards to the battle’s gains.

### Change Normal SV Rewards

Changes ‘Normal’ status value rewards of the battle’s gains.

### Check Normal SV Rewards

Check ‘Normal’ status value rewards of the battle’s gains.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Get Combatant Gains

Collects the loot and status value rewards (including experience) from a combatant.
 The loot/gains can only be collected once per combatant.
 E.g. use this node if you want to drop a combatant’s loot early in it’s death schematic instead of after it finished.

## Battle/Grid

### Set Battle Grid

Sets the grid for a running battle.

### Show Battle Grid

Shows or hides the current battle’s grid or a grid on a defined object instance.

### Is Grid Battle

Checks if the current battle is a grid battle (i.e. using a ‘Battle Grid’ component).
 If the battle uses a grid, ‘Success’ will be executed, otherwise (or not in battle) ‘Failed’.

### Check Grid Distance

The distance between two grid cells is checked against a value.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Grid Direction Rotation

Sets or fades an object instance using grid directions.
 The directions depend on the used battle grid type, e.g. the ‘Square’ type has 4 directions.

### Grid Orientation Selection

Calls the orientation selection for a combatant.
 AI controlled combatants (e.g. enemies) will automatically select an orientation based on their AI settings.

### Grid Rotate To Target

Changes a combatant’s orientation on the grid to look at a target (e.g. cell or combatant).
 Only used in grid battles.

### Change Grid Move Range

Changes the grid move range of a combatant.
 The grid move range determines how far a combatant can move on the grid.

### Change Grid Move State

Changes the grid move state of a combatant, making grid movement available or unavailable.
 If used by a grid move action’s schematic, prevents the grid move from using ‘Use Only Once’ setup.

### In Grid Action Range

Checks if a combatant or grid cell is within move range and use range of a combatant’s action, 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.
 The object instance must be a combatant or grid cell – cells are only checked in grid battles.
 If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.

### Select Grid Action Range

Uses combatants as selected data that are within move range and use range of a combatant’s action, battle range template or a custom battle range.

## Battle/Grid Cell

### Select Grid Cells

Stores cells (or combatants on those cells) into selected data.

### Select Grid Cell Position

Stores the cell position’s object instance for a combatant into selected data.
 Cell positions are defined on a grid cell using a ‘Battle Grid Cell Positions’ component on it’s prefab.
 If no cell positions are found on a cell, or the combatant exceeds the defined positions, the cell’s object instance is used.

### Is Grid Cell Empty

Checks if a battle grid cell on an object instance is empty (i.e. no combatant is occupying it).
 If the cell is empty, ‘Success’ will be executed, otherwise (or if no cell on the object instance) ‘Failed’.

### Is Grid Cell Diagonal

Checks if two grid cells are diagonal to each other (‘Square’ grids only).
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Is Grid Cell Blocked

Checks if a battle grid cell on an object instance is blocked (i.e. ‘Blocked’ enabled in the settings of the grid cell type).
 If the cell is blocked, ‘Success’ will be executed, otherwise (or if no cell on the object instance) ‘Failed’.

### Set Grid Cell Combatant

Set’s a combatant to occupy a battle grid cell.
 Only possible if the combatant is spawned and the cell is not blocked and currently not occupied by another combatant.
 This will only be performed during grid battles.

### Swap Grid Cell Combatants

Exchange the combatants of two grid cells.
 If one cell is empty, the combatant will be moved to the empty cell (if it’s not blocked).
 Can only only be used by single occupant cells. This will only be performed during grid battles.

### Change Grid Cell Type

Changes or resets the grid cell type of a cell (or combatant’s cell).
 If the cell’s prefab is shown, the prefab will be destroyed and the new prefab is spawned.

### Reset Grid Cell Types

Resets all grid cell type overides of the current battle’s grid or a grid on a defined object instance.
 The ‘Change Grid Cell Type’ node can be used to override or reset the cell types of individual cells.

### Check Grid Cell Type

Checks if a cell (or combatant’s cell) matches a defined grid cell type.
 If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.

### Store Grid Cell Coord

Stores a grid cell’s coordinates in the grid into a Vector3 variable.

### Grid Cell From Coordinate

Stores a cell (or combatants on the cell) into selected data based on a Vector3 value as the cell’s coordinates in the grid.

### Store Combatant Cell

The combatant’s current cell coordinate and direction will be stored, loaded or removes the stored cell data.
 The cell’s data is stored per combatant (also saved with save games), use it to remember the combatant’s cell between battles.
 Loading the stored cell data will place or spawn the combatant on that cell, if possible (i.e. cell is empty and not a blocked).

### Start Grid Cell Selection

Starts a grid cell selection, allowing the player to select a grid cell similar to target cell selections of abilities/items.
 The selected cell(s) are stored in selected data, either only the selected cell or cells around it using a battle range template.
 If a cell was selected, ‘Success’ will be executed, otherwise (or if no cells are available) ‘Failed’.

## Battle/Grid Cell Event

### Grid Cell Event

Performs grid cell events on a grid cell.

### Add Temporary Cell Event

Adds a temporary grid cell event to a grid cell.

### Has Temp. Cell Event

Checks if a defined or any temporary grid cell event is on a grid cell.

### Remove Temp. Cell Event

Removes a defined or all temporary grid cell events from a grid cell.

## Battle/Grid Formation

### Use Grid Formation

Initiates a defined grid formation for a combatant’s group.
 Only used in grid battles.

### Break Grid Formation

Ends the current or only a defined grid formation of a combatant’s group.
 Only used in grid battles.

### Update Grid Formation

Updates a combatant 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 combatant’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 combatants that are on their formation position cells.
 Only used in grid battles and when the combatant’s group is using a grid formation.

### In Grid Formation

Checks if a combatant’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.

## Battle/Grid Highlight

### Hide Grid Highlights

Hides or shows the battle grid highlights.

### Are Grid Highlights Hidden

Checks if battle grid highlights are hidden.
 If the grid highlights are hidden, ‘Success’ will be executed, otherwise ‘Failed’.

### Highlight Grid Cell

Start or stop highlighting grid cells with a defined cell highlight.

### Preload Grid Highlights

Preloads grid cell highlights for the current battle grid or a defined object instance’s grid (all cells).
 This’ll spawn prefab highlights (disabled) on each cell (depending on the used grid highlights).
 Grid highlight are set up in ‘Battles > Battle Grid Highlights’.

## Battle/Grid Path

### Check Grid Path Length

Checks the remaining length of a move action’s grid path.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
 The schematic must be started by a battle action to use this node.

### Check Grid Path Start

Checks if the grid path has a valid start (i.e. a neighbouring cell).
 This will remove cells from the start of the path that are not neighbouring to the path user’s cell and end the path when no neighbouring cell is found.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
 The schematic must be started by a battle action to use this node.

### Clear Grid Path

Removes the grid path.
 Doesn’t consume grid move costs.
 The schematic must be started by a battle action to use this node.

### Consume Grid Path Cost

Consumes the total move costs of the grid path or the costs of the current cell.
 The costs will be set to 0 afterwards, i.e. move costs can’t be consumed a 2nd time.
 The schematic must be started by a battle action to use this node.

### Store Grid Path

Stores the object instances of the action’s grid path cells or combatants placed on those cells into selected data.
 The schematic must be started by a battle action to use this node.

### Remove Grid Path

Removes the next (or all) cell of a move action’s grid path.
 The schematic must be started by a battle action to use this node.

### Set Grid Path

Sets the action’s grid path.
 The schematic must be started by a battle action to use this node.

### End Grid Path

Ends using a grid path – consumes the move cost and sets the mover’s grid cell.
 Automatically used by grid move actions.
 The schematic must be started by a battle action to use this node.

### Grid Move Out Of Range

Checks if the grid path mover is moving out of use range of a combatant’s base/counter attack, ability, class ability, item shortcut slot (assigned with an ability or item), battle range template or a custom battle range.
 Moving out of range means that the current position is within use range, but the next or last cell of the grid path is outside of use range.
 Optionally store the combatants the mover is moving out of range from into selected data.
 This node is only performed by actions that have a grid path.
 If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.
 The schematic must be started by a battle action to use this node.

### Start Grid Move Selection

Starts a grid move selection, allowing the player to select a grid move path using the ‘Move Command’ settings defined in ‘Battles > Battle Grid Settings’.
 The selected path is set as the grid path of the action.
 If a path was selected, ‘Success’ will be executed, otherwise (e.g. canceled) ‘Failed’.
 The schematic must be started by a battle action to use this node.

### Stop Grid Move Selection

Stops the current grid move selection, canceling it.
 This can lead to the combatant’s battle menu or previous target selection being shown again.

## Battle/Spawn

### Spawn Battle Combatants

Spawns combatants participating in battle at their battle spots.
 Note that only combatants that aren’t already in the scene will be spawned.

### Place At Spots

Place combatants participating in battle at their battle spots.

### Place Spots On Ground

Tries to place the battle spots on ground (when using ‘Place On Ground’ settings in the battle spot settings).
 Please note that this is only done in battles using the ‘Battle’ component (or started through the auto battle settings of a combatant). I.e. ‘Real Time Area Battles’ don’t use battle spots.

### Update Battle Spots

Update the positions of the battle spots of combatants participating in battle.
 Each combatant’s battle spot will be placed according to the battle spot setup in ‘Battles > Battle Spots’.
 E.g. use this node after conditions changed for conditional battle spots.

### Destroy Battle Combatants

Destroy combatants participating in battle.

### Lock Battle Combatants

Locks or unlocks combatants participating in battle from being removed from the battle/game.
 Battle combatants are automatically unlocked after a battle start schematic finishes.

### Player Grid Placement

Starts the grid placement selection for player combatants.
 If the placement was finished, ‘Success’ will be executed, otherwise (e.g. canceled or not in a grid battle) ‘Failed’.

### Place On Grid

Place combatants participating in battle at the nearest free grid cell.
 Only combatants that aren’t yet placed on the grid will be used.

## Battle/Statistics

### Clear Battle Statistic

Clears/resets the values of a combatant’s battle statistics.

### Change Battle Statistic

Changes a combatant’s battle statistic value.

## Combatant/Ability

### Learn Ability

A combatant will learn a defined ability.

### Forget Ability

A combatant will forget a defined ability.

### Reset Ability

A combatant will forget and relearn a defined ability.

### Add Temporary Ability

Adds a temporary ability to a combatant.

### Remove Temporary Ability

Removes a temporary ability from a combatant.

### Block Ability Reuse

Blocks a defined ability’s reuse for a defined amount of turns or time, or removes the reuse block from a combatant.

### Change Ability Reuse

Changes the running reuse time/turns of a combatant’s abilities matching defined block scope or abilities stored in selected data.

### Clear Ability Reuse

Clears the ability reuse blocks of a combatant.

### Cancel Ability Cast

Cancels casting an ability on a combatant.

### Is Casting Ability

Checks if a combatant is casting an ability.
 If the combatant is casting an ability, ‘Casting’ will be executed, otherwise ‘Not Casting’.

### Change Ability Use Count

Changes or resets the use count of abilities of a combatant.

### Check Ability Use Count

Checks the use count of abilities stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Ability Use Level

Changes the use level of an ability.

## Combatant/Action Combo

### Add Action Combo

Adds an action combo to a combatant.

### Remove Action Combo

Removes an action combo from a combatant.

### Has Action Combo

Checks if a combatant has a defined action combo.
 If the combatant has the action combo, ‘Success’ will be executed, otherwise ‘Failed’.

### Reset Action Combos

Resets all action combos of a combatant to stage 0 (first stage).

## Combatant/Body Part

### 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.

## Combatant/Class

### Change Class (Single)

Change the class of a combatant.
 This changes the single-class feature, not class slots.

### Add Class

Adds classes to a combatant.
 Added classes are available to equip on class slots and can also be switched to as the single-class of the combatant.

### Remove Class

Removes classes from a combatant.
 The removed class will be unequipped from all class slots and the single-class of the combatant.

### Add Class Slot

Adds class slots to a combatant.
 Class slots can be used to equip classes on.

### Remove Class Slot

Removes class slots from a combatant.
 The removed class slots will unequip their current class.

### Change Class Slot

Changes the classes equipped on class slots of a combatant.
 The used class slots and classes must be available to the combatant or no changes will be made.

## Combatant/Combatant

### Set Combatant Name

Changes the name of a combatant of the active player group or a defined combatant.
 Use an empty name field to reset to the default combatant name.
 Please note that this only changes the name of an existing combatant’s instance and doesn’t change the name in the combatant settings.

### Check Combatant

Checks if an object is a selected combatant.
 If the object is the selected combatant, ‘Success’ will be executed, otherwise ‘Failed’.

### Combatant Portrait Set

Changes the portrait set of a combatant.
 Will only stay when using random portrait sets, otherwise the used conditions will kick in at some point.

### Combatant Reaction Portrait

Changes the reaction portrait of a combatant for a defined time.

### Store Combatant Count

Stores the number of combatants in the scene into an int or double variable.
 The found combatants can be filtered by different settings, e.g. being enemy of a user or status conditions.

### Change Combatant Passive State

Changes the passive state of a combatant.
 Passive combatants are not part of the battle order, i.e. they don’t use any actions but can still be targeted.

### Change Combatant Input ID

Changes the input ID of a combatant or a combatant’s group.
 Input IDs are used to define which inputs are used in an input key.
 The combatant/group’s input ID is e.g. used in menu screens and battle menus the combatant is the user of, or schematics animating actions of a combatant.

### Check Combatant Input ID

Checks the input ID of a combatant or a combatant’s group.
 If the check is true, ‘Success’ will be executed next, otherwise ‘Failed’.

### Is Combatant Input ID Set

Checks if the input ID of a combatant or a combatant’s group is set.
 If the check is true, ‘Success’ will be executed next, otherwise ‘Failed’.

### Create Combatant

Creates a new combatant instance and stores it in selected data.

### Save Combatant

Saves the data of a combatant or group into a defined file, global variable or PlayerPrefs variable (string).
 The data is stored as an XML-formatted string.

### Load Combatant

Loads the data of a combatant or group from a file, global variable or PlayerPrefs variable (string) and store the new combatants into selected data.
 The data is loaded from an XML-formatted string.

## Combatant/Faction

### Change Faction

Changes the faction of a combatant’s group.

### Change Faction Sympathy

Changes the sympathy of a faction for another faction.

### Check Faction

Checks the faction of a combatant.
 If the faction equals a defined faction, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Faction Sympathy

Checks the sympathy a faction has for another faction.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Faction Benefit

Checks the benefit a faction gives to another faction.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Is Enemy

Checks the a combatant is an enemy of another combatant.
 If the combatant is an enemy of the other combatant, ‘Enemy’ will be executed, otherwise ‘Ally’.

## Combatant/Formation

### Change Formation

Changes the formation of a combatant’s group.

### In Formation

Checks if a combatant’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’.

## Combatant/Research

### Add Research Tree

Adds a research tree to a combatant.

### Remove Research Tree

Removes a research tree from a combatant.

### Progress Research

Progresses the research of a combatant’s research items that are currently being researched.
 Can also reset the progress of research items to be unresearched.

### Has Research

Checks if a combatant has research available, depending on research item states.
 If the combatant has research, ‘Success’ will be executed, otherwise ‘Failed’.

## Combatant/Shortcut

### Change Shortcut

A combatant’s or group’s shortcuts will be changed.

### Check Shortcut

Checks a combatant’s or group’s shortcut.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Selected Data Shortcut

Checks a shortcut stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Shortcut List

Changes a combatant’s or group’s currently active shortcut list.

### Auto Arrange Shortcuts

A combatant’s or group’s shortcuts will be arranged automatically.
 Auto arranging is used based on the auto arrange slot settings of the combatant and default settings in ‘Gameplay > Shortcut Settings’.

## Combatant/Spawn

### Add Combatant

Adds a combatant to an object instance.
 This is only done if the object instance doesn’t already have a combatant.

### Spawn Combatant

Spawns a combatant at a defined position.

### Respawn Combatant

Respawns a combatant’s group that was spawned by a ‘Combatant Spawner’ component.
 The respawn only happens if the spawn conditions are still valid and after the defined respawn time of the component.

### Block Conditional Prefabs

Blocks or unblocks using conditional prefabs on a combatant.

### Set Combatant Object

Sets a combatant’s object instance.
 This is only done if the object instance doesn’t already have a combatant.
 If the combatant already had an object instance, it’ll be destroyed.

## Combatant/Status

### Change Status Effect

Changes the status effects of a combatant or the combatant’s group.
 The combatant is used as caster and target of the status effect.

### Change Effect Duration

Changes the duration of applied status effects of a combatant or effects stored in selected data.

### Random Status Effect

Changes a random status effect on a combatant, e.g. adding a random effect or removing one of the combatant’s effects randomly.
 Optionally limited to defined content types.

### Status Effect Added By

Checks if a combatant’s status effect was added by a defined combatant.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Custom Status Effect

Reduces duration and uses status changes of status effects using custom duration/use on settings with a matching key.
 Uses the status effects of a combatant or stored in selected data.

### Regenerate

Regenerates all ‘Consumable’ type status values of a combatant or the combatant’s group.

### Revive

Revives a combatant or the combatant’s group.
 This node doesn’t change ‘Consumable’ type status values, i.e. the combatant will die again if the status value causing the death is still the same.

### Change Status Value

Changes the status value of a combatant or the combatant’s group.

### Level Up

Increases the level or class level of a combatant or it’s group.

### Level Down

Decreases the level or class level of a combatant or it’s group.

### Initialize To Level

Initialize a combatant or the combatant’s group to a defined level.
 The current equipment of the combatant(s) will be unequipped.
 All progress a combatant made will be lost.

### Check Status

Checks a combatant for defined status conditions, e.g. status value.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Status Fork

Checks a combatant for certain status conditions.
 If a status condition is valid, it’s next node will be executed.
 If no status condition is valid, ‘Failed’ will be executed.

### Change Defence Modifier ID

Changes the defence modifier ID of a combatant.

### Store Status Value

Stores the value of a combatant’s status value into a long variable.

### Reset Combatant Status

Recalculates all status values and bonuses of a combatant.

### Compare Status Value

Checks the status values of combatants against each other.
 E.g. check if a combatant has less HP than another.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

## Combatant/Trigger

### Has Combatant Trigger

Checks if an object instance has combatant triggers.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### In Combatant Trigger

Checks if a combatant is within a combatant trigger.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Combatant Trigger Time

Checks if a combatant is within a combatant trigger for a defined amount of time.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Select Combatant Trigger

Uses combatants that are currently within a combatant trigger as selected data.

## Function

### Call Function

Uses reflection to call a function in a component.

### Check Function

Uses reflection to call a function in a component and check the return value.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Fields

Uses reflection to change fields or properties of a component.

### Check Fields

Uses reflection to check the value of fields or properties of a component.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Time Scale

Changes the time scale.
 The time scale influences the speed of everything in the game – you can use this to create slow motion effects.

### Call Plugin

Calls the ‘Call’ function of a selected plugin.
 If the plugin was called successfully, ‘Success’ will be executed, otherwise ‘Failed’.

### Send Message

Uses Unity’s SendMessage or BroadcastMessage functionality to call a defined function (method) with a defined value in every component of an object instance or any of it’s children (broadcast).

## Game/Application

### Quit Application

Quits the player application.
 Warning: The game ends after this node.

### Open URL

Opens an url in a browser.

### Garbage Collection

Explicitly requests a garbage collection, calling System.GC.Collect().

### Cancel Quit Application

Cancels quitting the player application by registering a method that returns false to ‘Application.wantsToQuit’.
 It might already be too late to do this during the quitting process, try to use this node before that.

### Capture Screenshot

Captures a screenshot as a PNG file.

### Change Target Frame Rate

Changes the target frame rate of the application.
 Sets ‘Application.targetFramerate’ to do that.

### Check Target Frame Rate

Checks the target frame rate of the application with a defined value.
 If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.

### Unload Unused Assets

Unloads assets that are not used.

## Game/Bestiary

### Add To Bestiary

Adds a combatant’s entry to the bestiary.

### Remove From Bestiary

Removes a combatant’s entry from the bestiary.

### Check Bestiary

Checks if a combatant’s entry is in the bestiary.
 If the entry is found, ‘Success’ will be executed, otherwise ‘Failed’.

### Bestiary Dialogue

Displays a dialogue with bestiary information of a selected object instance or combatant.

### Check Bestiary Count

Checks the number entries added to the bestiary.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Bestiary Count

Stores the number of bestiary entries into a double variable.

## Game/Game

### Start Game

Clears previous game data and starts the game, i.e. sets the game to ‘Running’.

### Pause Game

Pauses or unpauses the game.

### Pause Game Time

Pauses or unpauses the game time.

### Stop Game

Clears previous game data and stops the game, i.e. sets the game to ‘Not Running’.
 Optionally shows the exit game question.

### Is Game Running

Checks if the game is running.
 If the game is running, ‘Success’ is executed, otherwise ‘Failed’.

### Set Game Time

Set the game’s running time.

### Check Game Time

Set the game’s running time.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Change Game State

Activates or inactivates a game state.

### Check Game State

Checks if game states are active or inactive.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Language

Changes the game’s language.

### Check Language

Checks the game’s language.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Area

Change the area the player currently is in.

### Area Fork

Checks the current area.
 If an added area check is valid, it’s next node will be executed.
 If no area check is valid, ‘Failed’ will be executed.

### Area Type Fork

Checks the current area’s content type.
 If an added content type check is valid, it’s next node will be executed.
 If no content type check is valid, ‘Failed’ will be executed.

### Check Difficulty

Checks the game’s difficulty.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Game Over

Ends the game and calls the game over screen.

### Exit To Start Menu

Exits the game to the start menu scene.

### Use Global Custom Settings

Calls a defined global custom setting’s ‘Use’ function.
 Forwards the schematic’s local variables and selected data to the ‘Use’ function.

## Game/Log

### Learn Log Text

The player will learn a new log text.

### Forget Log Text

The player will forget a log text.

### Knows Log Text

Checks if the player knows a log text.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

## Game/Player

### Spawn Player

Spawns the player or a member of the player group at the defined spawn point, position or object.
 The player/member won’t be spawned if the spawn point or object doesn’t exist.

### Destroy Player

Destroys (removes) the object instance of the player or a member of the player group, or the whole party.
 This will remove them from your scene.

### Is Player

Checks if a selected combatant or object instance is the player (leader of the active group).
 If the combatant or object instance is the player, ‘Success’ will be executed, otherwise ‘Failed’.

### Set Player

Sets a combatant as the new player, the combatant must be a member (active or inactive) of the active player group, or an actor with a combatant.
 If the new player’s prefab isn’t spawned in the scene, the old player will be destroyed and the new spawned at the position of the old player.
 If it is already in the scene, the player/camera controls will be removed from the old player and added to the new player.

### Switch Player

Changes the player to the next or previous member of the player group.

### Force Field Leader Spawn

Forces spawning the player group’s field leader the next time the player is spawned.
 E.g. use this when returning from a teleport battle to the field (before a ‘Load Scene’ node) to make sure the field leader is spawned immediately.

### Register Other Player

Registers or unregisters an object instance as an other player.
 Other players are able to start trigger/collision interactions that can otherwise only be started by the main player.

### Teleport To

Teleports the player group to a teleport target.
 If the teleport is used, ‘Success’ will be executed, otherwise ‘Failed’.

## Game/Quest

### Add Quest

A new quest will be added to the player’s quest list.
 If the quest is already added, it won’t be added again.
 If the quest was added, ‘Success’ will be executed, otherwise ‘Failed’.

### Remove Quest

Removes a quest, all quests of a content type or all quests from the player’s quest list.

### Change Quest Status

Changes the status of a quest in the player’s quest list.
 The quest has to be in the player’s quest list.

### Check Quest Status

Checks the status of a defined quest or quests stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Quest Status Fork

Checks the status of a defined quest or a quest stored in selected data.
 The valid quest status’s next node will be executed.

### Has Quest

Checks if any or a selected quest is in the player’s quest list.
 If the quest is in the quest list, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Quest Conditions

Checks a series of quest and quest task conditions.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Quest Condition Fork

Checks the status of quests.
 If a condition is valid, it’s next node will be executed.
 If no condition is valid, ‘Failed’ will be executed.

### Task Condition Fork

Checks the status of quest tasks.
 If a condition is valid, it’s next node will be executed.
 If no condition is valid, ‘Failed’ will be executed.

### Change Task Status

Changes the status of a quest’s task.
 The quest has to be in the player’s quest list.

### Check Task Activate

Checks if the task’s activate requirements are valid.
 If the requirements are met, ‘Success’ will be executed, otherwise ‘Failed’.
 If the task’s quest isn’t added to the player’s quest list, ‘Failed’ will be executed.

### Check Task Finish

Checks if the task’s finish requirements are valid.
 If the requirements are met, ‘Success’ will be executed, otherwise ‘Failed’.
 If the task’s quest isn’t added to the player’s quest list, ‘Failed’ will be executed.

### Check Task Fail

Checks if the task’s fail requirements are valid.
 If the requirements are met, ‘Success’ will be executed, otherwise ‘Failed’.
 If the task’s quest isn’t added to the player’s quest list, ‘Failed’ will be executed.

### Change Task Count

Changes the current value of a task’s count requirement.
 Either changes the count of all tags or a defined tag.
 Which requirements are changed depends on the state of the task – inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
 The quest has to be in the player’s quest list.

### Change Task Enemy Kill Count

Changes the current value of a task’s enemy kill requirements.
 Which requirements are changed depends on the state of the task – inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
 The quest has to be in the player’s quest list.
 Please note that this will ignore the optional conditions of the enemy kill requirements.

### Change Task Item Count

Changes the current value of a task’s item requirements.
 Which requirements are changed depends on the state of the task – inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
 The quest has to be in the player’s quest list.

## Game/Save Game

### Save Game Menu

Calls the save, load or save point menu.
 The schematic continues after the menu is closed, unless a save game has been loaded.

### Auto Save

Saves the game to the AUTO save slot or creates a temporary retry save game.

### Auto Save Slot Dialogue

Displays a dialogue to select the auto save slot.

### Auto Load

Loads the game from the AUTO save game file or a temporary retry save game.
 The schematic ends after this step.

### Save Game Exists

Checks if a defined save game exists.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Can Continue

Checks if the continue save game is available.
 The continue save game is either the retry save game or the last saved game.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Continue

Loads the continue save game.
 The continue save game is either the retry save game or the last saved game.
 The schematic will end if the continue save game has been loaded, otherwise, the schematic will continue with the ‘Next’ slot.

### Delete Auto Save

Deletes the AUTO save slot’s save game or the temporary retry save game.

### Delete Save Game

Deletes a defined save game or AUTO save game.

### Check Auto Save Slot

Checks the currently used auto save slot’s index/number.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

## Game/Scene

### Load Scene

Changes the scene and spawns the player, like using a ‘Scene Changer’ component.
 The scene needs to be added to the build settings of your project (read the Unity documentation for details).

### Store Scene

Stores the current scene and player position/rotation.
 The stored scene can be used in load scene nodes.

### Is Scene Stored

Checks if a scene is currently stored.
 If a scene is stored, ‘Success’ is executed, otherwise ‘Failed’.

### Set Scene Position

Set the default player position/rotation in a scene.
 The scene positions can be used in load scene nodes and scene changers.

### Is Scene Position Stored

Checks if a scene position for a scene is currently stored.
 If a scene is stored, ‘Success’ is executed, otherwise ‘Failed’.

### Use Scene Changer

Starts a scene changer on an object.

### Clear Object Savers

Remove stored data from ‘Object Saver’ components.

### Remove Scene Data

Item drops, collected item flags, finished battle flags and other scene related data can be removed in a defined scene, or in all scenes.

### Change Scene ID

Change the scene ID of item collectors or battles in a defined scene.

### Is Item Collected

Checks if an item in a scene (identified via scene ID) has been collected.
 If the item has been collected, ‘Collected’ will be executed, otherwise ‘Not Collected’.

### Is Battle Finished

Checks if a battle in a scene (identified via scene ID) has been finished.
 If the battle has been finished, ‘Finished’ will be executed, otherwise ‘Not Finished’.

### Block Scene Auto Remove

Blocks or unblocks the auto removal of scene data (according to the ‘Save Game Menu’ settings).
 Blocking auto removal will prevent the individual counters from decreasing and clearing the scene data.
 E.g. use this node when you perform scene changes during battle transitions or cut-scenes that shouldn’t impact respawning of items or battles.

### Can Load Scene

Checks if a streamed level can be loaded.
 If the level can be loaded, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Scene

Checks the current scene’s name or index.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Unload Scene

Unloads all game objects associated with a defined scene.

## Game/Statistic

### Custom Statistic

Adds a value to a custom statistic.

### Clear Statistic

Resets all or a selected game statistics to 0.

### Check Statistic

Checks a statistic value with a defined value.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Store Statistic Value

Stores a selected statistic value into a long variable.

## Group/Battle Group

### Join Battle Group

A combatant joins the battle group of a group.
 The combatant also joins the group if it isn’t a member of it yet, or rejoins the active members if it’s is an inactive member.
 If the combatant doesn’t exist, it’ll be created using the start level/class level settings.

### Leave Battle Group

A combatant leaves the battle group of it’s group.
 The combatant will still remain an active member of the group.
 The combatant won’t leave the battle group if it’s a locked battle member.

### Change Battle Group

Changes a combatant in the battle group for another combatant (not in the battle group).

### Is Battle Member

Checks if a combatant is a member of the active battle group.
 If the combatant is a member of the battle group, ‘Success’ will be executed, otherwise ‘Failed’.

### Lock Battle Member

Locks or unlocks a battle member.
 A locked battle member can’t be removed from the battle group.
 The combatant already has to be a member of the active battle group.

### Is Locked Battle Member

Checks if a combatant is a locked battle member of it’s group.
 If the combatant is a locked member of the battle group, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Max Battle Group

Changes the maximum battle group size for player groups.
 The maximum battle group size can’t be set to a value below 1.

### Check Max Battle Group

Checks the current maximum battle group size of player groups.
 If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.

## Group/Battle Reserve

### Join Battle Reserve

A combatant joins the battle reserve of it’s group.
 The combatant also joins the group if it isn’t a member of it yet, or rejoins the active members if it is an inactive member.
 If the combatant is a battle group member, it’ll (try to) leave the battle group.
 If the combatant doesn’t exist, it will be created using the start level/class level settings.

### Leave Battle Reserve

A combatant leaves the battle reserve of it’s group.
 The combatant will still remain an active member of the group.

### Is Battle Reserve

Checks if a combatant is a member of the battle reserve of it’s group.
 If the combatant is a member of the battle reserve, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Max Battle Reserve

Changes the maximum battle reserve size for player groups.
 The maximum battle reserve size can’t be set to a value below 1.

### Check Max Battle Reserve

Checks the current maximum battle reserve size of player groups.
 If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.

## Group/Group

### Join Group

A combatant or combatant group joins a group.

### Leave Group

A combatant leaves it’s group (and battle group) and will join the groups inactive members (or be completely removed).

### Is Member

Checks if a combatant is a member of defined group.
 If the combatant is a member of the group, ‘Success’ will be executed, otherwise ‘Failed’.

### Hide Member

Hides or unhides a combatant of a group.
 A hidden member can’t be seen/used when switching members and can’t be a battle member.
 The combatant will be removed from the battle group if it currently is in it – this also ignores locked battle members.
 A hidden member can still be used as the player and run around in the field.

### Is Hidden Member

Checks if a combatant is hidden.
 If the combatant is a hidden member of it’s group, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Group Size

Checks the size of a group.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Spawn Group Members

Spawns the other members of a group (or battle group).
 The members are spawned around the leader – requires the leader to already be spawned in the scene.

### Destroy Group Members

Destroys all spawned members of a group.

### Set Locked Field Leader

Sets a combatant as the locked field leader of a group or resets the field leader to no longer be locked.
 A locked field leader will remain the group’s leader in the field (i.e. out of battle) even when changing the group until the locked leader is changed again or the combatant leaves the group.

### Change Group Size Limit

Changes the maximum group size of a group.
 If set to 0 or below, the group size is unlimited.
 The group size limit determines how many members a group can have, e.g. use it to limit the player group to only a few select combatants, keeping the rest in a different player group (via group ID) as reserve.
 The default size limit is -1 (i.e. unlimited).

### Check Group Size Limit

Checks the current maximum group size of a group.
 If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.

### Force Player Controlled

Changes if a non-player controlled group is player controlled or not.
 This allows giving battle commands to non-player controlled groups when forcing player controls on them.
 Please note that this doesn’t add player controls or calls menu screens on the forced group.
 The player group is always considered player controlled.

### Is Force Player Controlled

Checks if a combatant’s group has forced player control.
 If the combatant is AI controlled, ‘Success’ will be executed, otherwise ‘Failed’.

## Group/Player Group

### Create Player Group

Creates a new player group.
 If a group with the defined ID already exists, no new group will be created.
 A player group with ID 0 will be created at the start of the game – this is the default player group.

### Remove Player Group

Removes the player group with the defined ID.
 The default player group (ID 0) can’t be removed.
 If the removed group is the active player group, the default group will be set to active group.

### Change Active Group

Changes the active player group.
 The default player group has ID 0.
 When changing the active group, the old group will be removed from the scene and the new group will be spawned at the position of the old player.

### Check Player Group

Checks if a group with a defined ID exists.
 If the group exists, ‘Success’ will be executed, otherwise ‘Failed’.

### Set Player Group

Uses a combatant’s group as a player group of a defined group ID.
 The previous group of the group ID will be removed and replaced with the new group.
 When changing the active group, the old group will be removed from the scene and the new group will be spawned at the position of the old player.

## Input

### Input Key

Checks one or more input keys.
 If an input key is pressed, it’s next node will be executed.
 If no input key is pressed, ‘Failed: No Input’ will be executed.

### Wait For Input

Waits for an input key (out of multiple keys) to be pressed, either for a set amount of time, or until the key has been pressed.
 The next node of the input key that’s pressed first will be executed.
 If waiting for time and no key was pressed in time, ‘Failed: No Input’ will be executed.

### Block Input Key

Blocks or unblocks an input key.
 A blocked input key won’t receive any input.

### Is Input Key Blocked

Checks if an input key is blocked.
 If the input key is blocked, ‘Success’ is executed, otherwise ‘Failed’.

### Set Input Key

Set the axis of an input key.

### Reset Input Axes

Resets all input or only of a defined input key.
 All axes and buttons return to 0 (i.e. no input) for one frame.

### Block Player Control

Blocks or unblocks the player control.
 For each block, the block counter will increase by 1, for each unblock, the counter will decrease by 1.
 As long as the counter is above 0 the player control will remain blocked.

### Block Camera Control

Blocks or unblocks the camera control.
 For each block, the block counter will increase by 1, for each unblock, the counter will decrease by 1.
 As long as the counter is above 0 the camera control will remain blocked.

### Control Component

Adds or removes a defined component to or from the player or camera control list.
 While added, the component will be enabled/disabled with the controls.
 A component can only be added once to the player or camera control list.

### Change Input ID

Changes the global input ID or the schematic’s input ID.
 Use this to e.g. switch to a different control style.

### Check Input ID

Checks the global input ID or the schematic’s input ID.
 If the check is true, ‘Success’ will be executed next, otherwise ‘Failed’.

### Directional Joystick Input

Stores horizontal and vertical values (e.g. input key axes) transformed by the direction of an object instance (e.g. a camera) into a Vector3 variable.
 E.g. use this for joystick input based on the camera direction.

### Restore Control

Restores game control and removes all control blocks.

### Block Control Map

Blocks or unblocks a control map.
 A blocked control map can’t be used.

### Mouse Touch Delta

Stores mouse or touch movement delta into a Vector3 variable.

### Mouse Touch Position

Stores the mouse or touch position into a Vector3 variable.
 The position will be calculated in the ‘Default Screen Size’, i.e.:
 Upper left corner: X=0, Y=0
 Upper right corner: X=default screen width, Y=0
 Lower left corner: X=0, Y=default screen height
 Lower right corner: X=default screen width, Y=default screen height

### Gyroscope Enable

Enables or disables the gyroscope of the device.

### Gyroscope Interval

Changes the gyroscope’s update interval of the device.

### Change Cursor State

Changes the lock state of the cursor.

### Check Cursor State

Checks the lock state of the cursor.
 If the cursor is in the selected state, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Cursor Visible

Changes the visible state of the cursor.

### Is Cursor Visible

Checks the visible state of the cursor.
 If the cursor is visible, ‘Visible’ will be executed, otherwise ‘Hidden’.

### Change Cursor Texture

Changes the texture of the cursor.

## Inventory/AI Ruleset

### Add AI Ruleset Slot

Adds AI ruleset slots to a combatant.

### Change AI Ruleset Slot

Changes the currently equipped AI ruleset of a combatant’s AI ruleset slot.

### Remove AI Ruleset Slot

Removes an AI ruleset slot from a combatant.

### Block AI Ruleset Slot

Blocks an AI ruleset slot of a combatant.
 AI rulesets of blocked slots are not used.

### Add AI Ruleset

Adds an AI ruleset to a combatant’s inventory.

### Remove AI Ruleset

Removes an AI ruleset from a combatant’s inventory.

### Unequip AI Ruleset

Unequips an AI ruleset from a combatant.

## Inventory/Container

### Has Inventory Containers

Checks if a combatant has inventory containers.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Has In Inventory Container

Checks if a combatant’s inventory container has defined items, equipment, etc.
 Can also check for being in a defined slot of the container.
 If group inventory is used, the inventory of the group will be checked.
 The individual item’s inventory check will only be made if the item’s chance check is valid.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Has In Inventory Container Fork

Checks if a combatant’s inventory container has defined items, equipment, etc.
 Can also check for being in a defined slot of the container.
 If group inventory is used, the inventory of the group will be checked.
 The individual item’s inventory container check will only be made if the item’s chance check is valid.
 If an item is in the inventory container, it’s next node will be executed.
 If no item is found, ‘Failed’ will be executed.

## Inventory/Crafting

### Add Recipe

Adds a crafting recipe to a combatant.
 If group inventory is used, the recipe will be added to the combatant’s group.

### Remove Recipe

A defined crafting recipe will be removed from a combatant.
 If group inventory is used, the crafting recipe is removed from the combatant’s group.

### Has Recipe

Checks if the combatant has a crafting recipe.
 If group inventory is used, the combatant’s group will be checked.
 If the combatant has at least the defined amount of the recipe, ‘Success’ will be executed, otherwise ‘Failed’.

### Use Recipe

The combatant will use a crafting recipe.
 If the creation is successful, ‘Success’ will be executed, otherwise ‘Failed’.

### Add Recipe Outcome

The outcome of a crafting recipe will be added to a combatant’s inventory.
 This doesn’t consume ingredients or checks for requirements or crafting chance.

### Add Needed Ingredients

The ingredients needed for a crafting recipe will be added to a combatant’s inventory.

### Remove Needed Ingredients

Removes the ingredients needed for a crafting recipe from a combatant’s inventory.

### Can Use Recipe

Checks if a combatant can use a crafting recipe, i.e. meets the requirements and has the needed ingredients.
 If the combatant can use the recipe, ‘Success’ will be executed, otherwise ‘Failed’.

## Inventory/Equipment

### Change Equipment

Changes the equipment of a combatant.

### Switch Equipment

Switches (exchanges) equipment between defined equipment slots of a combatant.
 Unequipping is forced, ignoring an equipment slot not allowing unequipping.
 Equipment that can’t be equipped on the other equipment slot will be returned to the inventory.
 E.g. use this to switch equipment between first and secondary equipment sets (using not contributing equipment slots).

### Unequip Selected Data

Unequips equipment stored in selected data from a combatant.

### Check Equipment

Checks the equipment of a combatant.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Equipment Fork

Checks a selected equipment slot of a combatant.
 If an equipment condition is valid, it’s next slot will be executed.
 If no condition is valid, ‘Failed’ will be executed.

### Lock Equipment Slot

Locks or unlocks an equipment slot of a combatant.
 Locked equipment slots can’t change equipment.

### Check Slot Locked

Checks if an equipment slot of a combatant is locked.
 If the equipment slot is locked, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Slot Available

Checks if an equipment slot of a combatant is available.
 An equipment slot is available when a combatant can equip an equipment on it (ignoring locked state) – i.e. the equipment slot either comes from combatant/class settings or was made available by schematics, items, abilities, equipment or status effects.
 If the equipment slot is available, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Equipment Slot

Adds or removes an equipment slot to/from a combatant.
 This can be used to add extra equipment slots that aren’t available due to combatant/class settings.
 When removing, only previously added equipment slots can be removed – to remove an equipment slot granted by combatant/class settings, use the ‘Change Blocked Slot’ node.

### Change Blocked Slot

Adds or removes a blocked equipment slot to/from a combatant.
 A blocked slot isn’t available to the combatant and will automatically unequip its equipment.
 This can be used to remove equipment slots granted by combatant/class settings.

### Change Blocked Viewer

Adds or removes a blocked equipment viewer of an equipment slot to/from a combatant.
 A blocked equipment viewer of an equipment slot isn’t displaying it’s equipment on the combatant (using an ‘Equipment Viewer’ component).
 This can be used to hide equipment e.g. for cosmetic/fashion equipment.

### Change Equip Durability

Changes the durability of an equipment currently equipped on an equipment slot (or all slots) of a combatant.

### Check Equip Durability

Checks the durability of an equipment currently equipped on an equipment slot (or all slots) of a combatant.
 Only equipment that uses durability will be checked.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Inventory Durability

Changes the durability of equipment currently placed in the inventory of a combatant.

### Check Inventory Durability

Checks the durability of equipment currently placed in the inventory of a combatant.
 Only equipment that uses durability will be checked.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Selected Durability

Changes the durability of a equipment stored in selected data.

### Check Selected Durability

Checks the durability of an equipment stored in selected data.
 Only equipment that uses durability will be checked.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Equipment Viewer Combatant

All ‘Equipment Viewer’ components attached on an object instance will check for the combatant.
 The combatant is found through a ‘Combatant Component’ component attached to the object instance.
 This only happens on equipment viewers that haven’t yet found the combatant.

## Inventory/Inventory

### Add To Inventory

Adds items, equipment or currency to a combatant’s inventory.
 If group inventory is used, it will be added to the inventory of the group.

### Remove From Inventory

Removes items, equipment or currency from a combatant’s inventory.
 If group inventory is used, it will be removed from the inventory of the group.

### Has In Inventory

Checks if a combatant’s inventory has defined items, equipment, etc.
 If group inventory is used, the inventory of the group will be checked.
 The individual item’s inventory check will only be made if the item’s chance check is valid.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Has In Inventory Fork

Checks if a combatant’s inventory has defined items, equipment, etc.
 If group inventory is used, the inventory of the group will be checked.
 The individual item’s inventory check will only be made if the item’s chance check is valid.
 If an item is in the inventory, it’s next node will be executed.
 If no item is found, ‘Failed’ will be executed.

### Drop Items

Drops items, equipment or currency at the position of an object.

### Set Inventory Currency

Set the amount of currency of a combatant’s inventory.
 If group inventory is used, it will be set in the inventory of the group.

### Cap Currency Quantity Limit

Checks the amount of currency of a combatant’s inventory and caps it at the (optional) quantity limit.
 Use this node after changing factors contributing to the quantity limit of a currency, the inventory itself will not automatically cap the currency upon changes.
 If group inventory is used, it will be set in the inventory of the group.

### Set Exchange Rate

Set a currency’s exchange rate.
 The base currency (i.e. the first currency, index 0) will be used to calculate currency exchanges.

### Exchange Inventory Currency

Exchange the currency in a combatant’s inventory from one currency to another.
 If group inventory is used, it will be exchanged in the inventory of the group.

### Clear Inventory

Removes everything (currency, items, equipment, etc.) from an inventory.

### Block Item Reuse

Blocks a defined item’s reuse for a defined amount of turns or time, or removes the reuse block from a combatant.

### Change Item Reuse

Changes the running reuse time/turns of a combatant’s items matching defined block scope or items stored in selected data.

### Clear Item Reuse

Clears the item reuse blocks of a combatant.

### Add Content Type To Inventory

Adds all currencies, items, equipment, AI rulesets or crafting recipes of a defined content type to a combatant’s inventory.

### Remove Content Type From Inventory

Removes all currencies, items, equipment, AI rulesets or crafting recipes of a defined content type from a combatant’s inventory.

### Is Casting Item

Checks if a combatant is casting an item.
 If the combatant is casting an item, ‘Casting’ will be executed, otherwise ‘Not Casting’.

### Check Inventory Space

Checks a combatant’s inventory space.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Inventory Quantity

Stores the quantity of a defined item, currency, equipment, etc. in an inventory into a long variable.

### Sell From Inventory

Sells sellable content from a combatant’s inventory.
 If group inventory is used, it will be sold from the inventory of the group.

### Change Item Use Count

Changes or resets the use count of items of a combatant.

### Check Item Use Count

Checks the use count of items stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

## Inventory/Item Box

### Create Item Box

Adds an ‘Item Collector’ component using ‘Box’ collection type to a defined object instance.
 The created item box can optionally use a box ID to keep track of it’s content (or access an already created item box of the same box ID).

### Add To Item Box

Adds items to an item box using its box ID.
 The box ID can be found in the item collector inspector of the item box in the scene.
 Requires the item box content saving at least game-wide (i.e. not type ‘None’).

### Remove From Item Box

Removes items from an item box using its box ID.
 The box ID can be found in the item collector inspector of the item box in the scene.
 Requires the item box content saving at least game-wide (i.e. not type ‘None’).

### Remove Item Box Data

Removes the stored content of an item box or sets the box empty, using its box ID.
 The box ID can be found in the item collector inspector of the item box in the scene
 If not set empty, the item box will be refilled when entering the scene(s) – if it’s still in the game (e.g. due to variable conditions).

### Check Item Box

Checks the number of items in an item box using its box ID.
 The box ID can be found in the item collector inspector of the item box in the scene.
 Requires the item box content saving at least game-wide (i.e. not type ‘None’).
 If the item box doesn’t exist, the number of items will be 0.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Item Box ID

Changes the box ID of a ‘Box’ collection type ‘Item Collector’ component on an object instance.

### Save Item Box

Saves the data of an item box into a defined file, global variable or PlayerPrefs variable (string).
 The data is stored as an XML-formatted string.

### Load Item Box

Loads the data of an item box from a file, global variable or PlayerPrefs variable (string).
 The data is loaded from an XML-formatted string.

### Change Item Box Limit

Changes the space limit of an item box.

### Check Item Box Limit

Checks the space limit of an item box.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

## Machine

### Restart Schematic

Restarts the schematic from the first node in the next update tick.

### Is Schematic Stopped

Checks if the schematic has been stopped, e.g. due to the machine object being destroyed.
 If the schematic has been stopped, ‘Stopped’ is executed, otherwise ‘Running’.

### Check Start Conditions

Checks the start conditions (e.g. game state conditions, variable conditions) of the machine that started the schematic.
 If the schematic wasn’t started by a machine, the check will be valid.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Find Actor Objects

Searches for actor object instances again.
 Only actors that have ‘Find Object’ enabled will be searched again.

### Start Machine

Starts a machine with a defined schematic and uses objects of this schematic as machine object and starting object.
 The machine will be executed for each combination of machine object and starting object. E.g. 1 machine object and 3 starting objects result in 3 started machines.
 Optionally, the machine can start without any machine/starting objects.

### Start Tagged Component

Starts components with a ‘Tag’ start type added to an object.
 All tagged componentss with valid variable conditions that match the defined tags will be started.
 This schematic will continue while the tagged components are executed.

### Start Global Machine

Calls a global machine.
 The event will continue after the global machine has finished.
 If the global machine can’t be executed (e.g. event file not found), the next node will be executed immediately.

### Stop Global Machine

Stops a global machine.
 The global machine is only stopped if it’s currently running and not using the ‘Multi’ execution type.

### Add Machine Component

Adds a machine component to an object instance.

### Remove Machine Component

Removes a machine component from an object.

### Has Tagged Component

Checks if an object has a component with ‘Tag’ start type with defined tags.
 If the object has the defined tagged component, ‘Success’ will be executed, otherwise ‘Failed’.

### Stop Machine

Stops running machines/schematics that use a defined schematic asset and machine object.

### Stop Machine Component

Stops machine components on an object instance.

### Stop Tagged Component

Stops components with ‘Tag’ tart type added to a object.
 All tagged components matching the defined tags will be stopped.

### Search Tagged Components

Searches for objects with components with start type ‘Tag’ (using defined tags) in the scene and uses them to change selected data.
 Selected data can be used to store different data, e.g. an object or a list of objects.

### Custom Combatant Schematic

Calls matching custom combatant schematics on combatants.

### Custom Selected Data Schematic

Calls matching custom schematics on an ability, item or equipment stored in selected data.

## Machine/Machine Stack

### Start Machine Stack

Starts a machine stack.
 The machine stack will execute the machines on the stack in the order they’re added.

### Stop Machine Stack

Stops a machine stack (i.e. no further machine will start).
 The stack’s currently running machine can optionally be stopped.
 If another schematic is waiting for the stack to finish, it’ll be notified after the stack’s running machine finished.

### Remove Machine Stack

Removes a machine stack.
 If the stack is currently executing, the stack will be stopped, also stopping the currently running machine.
 If another schematic is waiting for the stack to finish, it’ll be notified after the stack’s running machine finished.

### Clear Machine Stack

Removes all machines added to a machine stack.
 An already running machine will not be stopped by this.

### Reverse Machine Stack

Reverse the order of machines in a machine stack.

### Shuffle Machine Stack

Randomly sorts the machines in a machine stack.

### Add Machine To Stack

Adds a machine to a machine stack.

### Remove From Stack

Removes a machine from a machine stack.
 The machine is identified through it’s index on the machine stack.

### Remove Schematic From Stack

Removes a machine from a machine stack.
 The machine is identified through the used schematic asset, i.e. the machine(s) using the defined schematic asset will be removed from the stack.

### Remove Object From Stack

Removes a machine from a machine stack.
 The machine is identified through the machine object or starting object, i.e. the machine(s) using the defined object instance will be removed from the stack.

### Is Machine Stack Running

Checks if a machine stack is currently running.
 If the machine stack is running, ‘Success’ will be executed, otherwise ‘Failed’.

### Machine Stack Exists

Checks if a machine stack exists.
 If the machine stack exists, ‘Success’ will be executed, otherwise ‘Failed’.

### Machine Stack Count

Checks the number of machines in a machine stack.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Stack Contains Schematic

Checks if a schematic asset is used in a machine stack.
 If the machine stack contains the schematic, ‘Success’ will be executed, otherwise ‘Failed’.

### Stack Contains Object

Checks if an object instance is used as machine/starting object in a machine stack.
 If the machine stack contains the object instance, ‘Success’ will be executed, otherwise ‘Failed’.

## Movement/Move AI

### Change Move AI

Changes the move AI used by a combatant.

### Change Move AI Mode

Changes the use mode of a combatant’s move AI.

### Change Move AI Stop Angle

Changes the stop angle of a combatant’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.

### Block Move AI

Blocks or unblocks the move AI either completely or for a selected object.
 Combatants can’t use the move AI while it’s blocked.

### Set Move AI Target

Sets the target of a combatant’s move AI.
 The move AI’s settings will kick in afterwards, e.g. when using ‘Hunt’ mode, the hunting settings will be used.

### Clear Move AI Target

Removes a combatant’s move AI current target and returns to idle mode.
 The move AI’s settings will kick in afterwards, e.g. start following waypoints.

### Stop Move AI

Stops the current action of a combatant’s move AI (e.g. stops hunting).
 The move AI’s settings will kick in afterwards, e.g. start following waypoints.

### Set Move AI Waypoints

Sets or clears the waypoints of a combatant’s move AI.

### Check Move AI Detection

Checks if combatants are detected by another combatant’s move AI detection.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Move AI Hunting

Checks if combatants are valid for hunting due to another 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, otherwise ‘Failed’.

### Check Move AI Flee

Checks if combatants are valid for fleeing due to another combatant’s move AI flee conditions.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Check Move AI Caution

Checks if combatants are valid for being cautious of due to another combatant’s move AI caution conditions.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Is Move AI Target

Checks if a combatant is the current target of another combatant’s move AI.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Move AI Start Position

Changes the start position of a combatant’s move AI.
 This can influence range checks of the move AI, e.g. the hunting range.

### Move AI POI

Changes the point of interest of a combatant’s move AI.

## Movement/Movement

### Move

Moves an object instance – use this node for ‘Update’ type machines/schematics.
 This node will only move the object instance a tiny distance and needs to be called repeatedly, e.g. in a ‘Tick’ machine.

### Change Position

Sets or moves an object instance to a new position.

### Move Into Direction

Moves an object instance into a defined direction.

### Stop Movement

Stops movement from ‘Change Position’, ‘Move Into Direction’ and ‘Curve Move’ nodes.

### Change Scale

Sets or fades the scale of an object instance.

### Check Distance

The distance between two objects is checked against a value.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Check Height Differences

Checks if an object instance is above or below another object instance.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Check Object Vector3

An object’s Vector3 value (e.g. position, rotation or scale) is checked against a value.
 Each axis (X, Y, Z) can be checked individually.
 Can also use the change since the last frame as value.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Check Speed

The horizontal or vertical movement speed of an object is checked against a value.
 Uses ‘Object Changes’ components on the object instance (added in ‘Auto’ mode if not already available) to get the current speed.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Store Speed

Store the horizontal or vertical movement speed of an object into a double variable.
 Uses ‘Object Changes’ components on the object instance (added in ‘Auto’ mode if not already available) to get the current speed.

### Smooth Follow

Moves an object instance to follow another object instance.
 Use this node for ‘Update’ type machines/schematics.
 This node will only move the object instance a tiny distance and needs to be called repeatedly, e.g. in a ‘Tick’ machine.

### Shake Object

Shakes an object instance.

### Store Predicted Position

Store the future position of a position (e.g. from an object instance) based on a defined velocity into a Vector3 variable.

### Change Last Move Direction

Changes the last move direction value of ‘Object Changes’ components.
 This value can e.g. be used to determine the direction in 2D environments.
 Please note that the last move direction will automatically be updated by the component the next time the object instance moves.

### Curve Move

Moves an object instance using curves.
 The curve values are added to the object instance’s original position at the start of the node.
 Only the axes that are enabled will be influenced by the curve move.

### Change Gravity

Changes Physics.gravity or Physics2D.gravity.
 The gravity influences all game objects with a ‘Rigidbody’ or ‘Rigidbody2D’ component.

### Check On Ground

Checks if an object instance is on the ground – uses either a ‘CharacterController’ component or a raycast.
 If the check is valid, ‘On Ground’ is executed, otherwise ‘In Air’.

### Clamp Object Vector3

Clamps the axes of an object’s Vector3 value (e.g. position, rotation or scale) between two values.

## Movement/NavMesh

### NavMesh Destination

Sets the destination of a NavMesh agent or stop the agent.

### NavMesh Value

Changes an int or float value of a NavMesh agent.
 E.g. speed, angular speed, acceleration, etc.

### NavMesh Enable Agent

Enables or disables NavMesh agents.

### NavMesh Stop Agent

Stops NavMesh agents.

### NavMesh Set Path

Sets the path to a target position of a NavMesh agent.

### Obstacle Avoidance

Changes the obstacle avoidance type of a NavMesh agents.

### NavMesh Path Status

Checks the status of the current path of a NavMesh agents.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Activate OffMeshLink

Activates or deactivates the current OffMeshLink of a NavMesh agent.

### Complete OffMeshLink

Completes the current OffMeshLink of a NavMesh agent.

### Is On OffMeshLink

Checks if a NavMesh agent is currently positioned on an OffMeshLink.
 If the agent is on an OffMeshLink, ‘Success’ will be executed, otherwise ‘Failed’.

### Is On NavMesh

Checks if a NavMesh agent is currently bound to a NavMesh.
 If the agent is bound to a NavMesh, ‘Success’ will be executed, otherwise ‘Failed’.

### NavMesh Reset Path

Resets the path of a NavMesh agent.

### NavMesh Resume

Resumes movement along the current path of a NavMesh agent.

### NavMesh Warp

Warps a NavMesh agent to the defined position.
 If it was successful, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Closest Edge

Stores the closest NavhMesh edge into a Vector3 variable.
 If an edge was found, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Nav Raycast

Casts a NavMesh raycast between an agent and a target position and stores the hit obstacle position into a Vector3 variable.
 If an obstacle was found, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Area Cost

Stores the cost for path calculation when crossing area of a particular type into a double variable.

### NavMesh Area Cost

Changes the cost for traversing over areas of a particular type for a NavMesh agent.

### NavMesh Remaining Distance

Checks the remaining distance to the destination of a NavMesh agent.
 If the check was valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Sample Position

Stores the closest position on a NavMesh within a defined range of a source position into a Vector3 variable.
 If a point was found, ‘Success’ will be executed, otherwise ‘Failed’.

### Store NavMesh Path

Stores the current path (corners) of a NavMesh agent into a Vector 3 variable list.

## Movement/Rotation

### Rotate

Rotates an object instance – use this node for ‘Update’ type machines/schematics.
 This node will only move the object instance a tiny distance and needs to be called repeatedly, e.g. in a ‘Tick’ machine.

### Rotate Around

Rotates an object instance around a position or another object – use this node for ‘Update’ type machines/schematics.
 This node will only move the object instance a tiny distance and needs to be called repeatedly, e.g. in a ‘Tick’ machine.

### Change Rotation

Sets or fades the rotation of an object instance.

### Rotate To

Rotates an object instance toward a position, an object instance or the mouse position.

### Check Angle

The angle between two objects is checked against a value.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Store Angle

Stores the angle between two objects into a double variable.

### Store Position Angle

Stores the angle from an object instance to a position into a double variable.

### Check Orientation

Checks the orientation from objects to other objects (e.g. if an object is in front of another object).
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Orientation Fork

Checks the orientation from objects to other objects (e.g. if an object is in front of another object).
 The next slot of the according orientation will be executed next, e.g. if an object is in front of another object, the ‘Front’ slot will be executed next.
 If no orientation can be determined (e.g. one or both objects are not found), the ‘None’ slot will be executed next.

### Curve Rotation

Rotates an object instance using curves.
 The curve values are added to the object instance’s original rotation at the start of the node.

## Movement/Waypoint Path

### Follow Path

Makes an object instance follow the path of a ‘Waypoint Path’ component.

### Pause Path

Pauses or resumes an object instance following the path of a ‘Waypoint Path’ component.

### Reverse Path Move

Reverses an object instance’s move direction while following the path of a ‘Waypoint Path’ component.
 E.g.: If the object instance currently moves from lowest to highest path point index, it will reverse direction and move from highest to lowest path point index.

### Store Nearest Path Point

Stores the nearest position of a path to a selected object instance into a Vector3 variable.

## Networking/Web Request

### WebRequest Call

Does a UnityWebRequest call with a defined URL.
 If the call is a success, ‘Success’ will be executed, otherwise ‘Failed’.

### Store WebRequest Text

Stores the result of a UnityWebRequest call into a string variable.
 If the call is a success, ‘Success’ will be executed, otherwise ‘Failed’.

### Store WebRequest Texture

Stores a texture downloaded by a UnityWebRequest call into a defined texture of the schematic.
 If the call is a success, ‘Success’ will be executed, otherwise ‘Failed’.

## Object/Camera

### Change Camera Position

Sets or fades the camera position, rotation and field of view.
 If all spawned instances of a prefab are used, the first prefab will be used to change the camera.

### Stop Camera Position Fade

Stops a currently fading camera position change.

### Camera Control Target

Changes the camera control target to a selected object.
 The camera control must descent from the ‘BaseCameraControl’ class (like all built-in camera controls).

### In Camera Transition

Checks if the camera control is currently in transition (between targets).
 If the camera control is in transition, ‘In Transition’ will be executed, otherwise ‘Not In Transition’.

### Set Schematic Camera

Sets the camera used by the schematic (‘Camera’ object selection).

### Store Initial Camera Position

Stores the camera’s current position, rotation and field of view as initial camera position of the schematic.
 You can use the ‘Initial Camera Position’ to reset or fade the camera to the stored position.

### Initial Camera Position

Resets or fades the camera to the position, rotation and field of view it had when ‘Store Initial Camera Position’ was used in this schematic.
 This node will unmount the camera from it’s parent object.

### Shake Camera

Shakes the camera.

### Rotate Camera Around

Rotates the camera around an object instance.

### Mount Camera

Mounts or unmounts the camera to an object instance.

### Collision Camera

Enable or disable the collision camera – can only be used when a ‘Collision Camera’ component is attached to the camera.

### Orthographic Camera

Sets the camera to be orthographic or perspective.

### Is Camera Orthographic

If the camera is orthographic, ‘Orthographic’ is executed, otherwise ‘Perspective’.

### Change Camera Options

Change various settings on a camera, e.g. culling mask, depth, etc.

### Camera Target Texture

Set the ‘RenderTexture’ used as target for a camera – the camera will render into the defined texture.
 You must select a ‘RenderTexture’ asset.
 Select no texture to remove the target texture and render to the screen again.

## Object/Collider

### In Collider Bounds

Checks if a collider’s bounds contain an object instance’s position or a Vector3 value.
 If the position/value is within a collider’s bounds, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Collider Bounds

Stores a value of the collider’s bounds into a Vector3 variable.

### Store Squared Distance

Stores the smallest squared distance between a collider’s bounds and a position (Vector3) into a double variable.

### Collider Expand

Expands a collider’s bounds by increasing it’s size.
 Changes bounds.size and doesn’t use the bounds.Expand function.

### Collider Intersect Ray

Checks if a collider’s bounds intersect a ray (line).
 If the bounds intersect the line, ‘Success’ will be executed, otherwise ‘Failed’.

### Collider Intersect Bounds

Checks if a collider’s bounds intersect another collider’s bounds.
 If the bounds intersect other bounds, ‘Success’ will be executed, otherwise ‘Failed’.

### Collider Change Trigger

Changes if a collider’s is a trigger or not.

### Collider Check Trigger

Checks if a collider is a trigger.
 If the collider is a trigger, ‘Success’ will be executed, otherwise ‘Failed’.

### Ignore Collision

Enables or disables ignoring collision between two colliders.
 If collisions are ignored, collision and trigger events won’t be received between the used colliders.
 Please note that the ignore collision state isn’t persistant and can be lost, e.g. when deactivating the object instance or collider, or adding a rigidbody component.

### Ignore Layer Collision

Enables or disables ignoring collision between colliders on two layers.
 If collisions are ignored, collision and trigger events won’t be received between all affected colliders.

### Check Ignore Layer Collision

Checks if collisions between two layers are ignored.
 If collisions are ignored, ‘Ignored’ will be executed, otherwise ‘Not Ignored’.

## Object/Component

### Start Combatant Spawner

Starts a combatant spawner, i.e. spawn’s the combatants if they aren’t yet spawned.
 The selected object must have a correctly set up ‘Combatant Spawner’ component attached.

### Despawn Combatant Spawner

Despawns all combatants of a combatant spawner, i.e. removes the combatants, making them available for being spawned again by the combatant spawner (but not respawning them automatically).
 The selected object must have a correctly set up ‘Combatant Spawner’ component attached.

### Add Component

Adds a defined component to an object instance.

### Remove Component

Removes a defined component from an object.

### Enable Component

Enables or disables a defined component from an object instance.

### Is Component Enabled

Checks if a defined component of an object instance is enabled.
 If the component is enabled, ‘Success’ will be executed, otherwise (or if not found) ‘Failed’.

### Emit Particles

Start or stop emitting particles on an object instance.
 For particles to start/stop emitting, the object instance requires a ‘ParticleSystem’ or ‘VisualEffect’ component.

### Change Object Content

Changes the object content used by an ‘Object Content’ component.

### Add Interaction Controller

Adds the interaction controller prefab to an object instance (if no ‘Interaction Controller’ component is found on it) and registers the object instance’s interaction controllers with the system.
 Please note that the interaction controllers will be gone when the object instance is destroyed (e.g. changing scenes).

### Remove Interaction Controller

Disables all ‘Interaction Controller’ components on an object instance an unregisters them from the system.
 Please note that the interaction controllers will be gone when the object instance is destroyed (e.g. changing scenes).

### Add Player Components

Adds the player components, control machines and control behaviours that are set up in ‘Base/Control > Game Controls’ to an object instance.

### Remove Player Components

Removes the player components, control machines and control behaviours that are set up in ‘Base/Control > Game Controls’ from an object instance.

### Start Item Collector

Starts an item collector – the schematic continues after the item collection ends.
 The selected object must have a correctly set up ‘Item Collector’ component attached.

### Transfer Player Control

Transfers player control from the currently controlled object instance to a new object instance.

### Has Player Control

Checks if an object instance is currently player controlled.
 If the object instance has the player controls, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Player Control

Changes the player control type to a different built-in control or resets to the defined player control.
 The selected player control type will use the settings defined in the player control settings in ‘Base/Control > Game Controls’.

### Change Camera Control

Changes the camera control type to a different built-in control or resets to the defined camera control.
 The selected camera control type will use the settings defined in the camera control settings in ‘Base/Control > Game Controls’.

### Add Player Control

Adds the player controls that are set up in ‘Base/Control > Game Controls’ to an object instance.
 The player controls will be registered with the system.
 If a ‘No Player Control’ component is added to the object instance, no player control components will be added.

### Remove Player Control

Removes the player controls that are set up in ‘Base/Control > Game Controls’ from an object instance.
 The player controls will be unregistered from the system.
 If a ‘No Player Control’ component is added to the object instance, no player control components will be removed.

## Object/Constraint

### Activate Constraint

Activates or deactivates defined constraint components.

### Is Constraint Active

Checks if defined constraint components are active.
 If the component is active, ‘Success’ will be executed, otherwise (or if not found) ‘Failed’.

### Lock Constraint

Locks or unlocks defined constraint components.

### Is Constraint Locked

Checks if defined constraint components are locked.
 If the component is locked, ‘Success’ will be executed, otherwise (or if not found) ‘Failed’.

### Set Constraint Weight

Sets the weight of defined constraint components.

### Check Constraint Weight

Checks the weight of defined constraint components.
 If the check is valid, ‘Success’ will be executed, otherwise (or if not found) ‘Failed’.

### Add Constraint Source

Adds a transform source to defined constraint components.

### Remove Constraint Source

Removes a transform source from defined constraint components.

## Object/Light

### Change Light Float

Changes or fades a float value of a light, e.g. intensity or spot angle.

### Light Culling Mask

Changes the culling mask of a light.

### Change Light Mode

Changes the mode of a light.
 You can change the light type, lightmapping mode, render mode, shadow resolution and shadows.

### Change Light Cookie

Changes the cookie texture of a light.

## Object/Object

### Activate Object

Sets an object instance active (enabled) or inactive (disabled).

### Is Object Active

Checks if an object is active (enabled) or inactive (disabled).
 If the object is active, ‘Active’ will be executed, otherwise ‘Inactive’.

### Mount Object

Mounts or unmounts an object instance to/from another object instance.
 This will set the parent of the object instance’s transform.

### Don’t Destroy On Load

Marks an object to not be destroyed when loading a new scene.
 Calls ‘DontDestroyOnLoad’ using a selected object.

### Destroy Object

Destroys an object instance.
 When destroying the machine’s object instance, the machine might be stopped (due to it’s settings).
 Please note that object instances might not be destroyed immediately (e.g. if destruction happens at the end of the frame in the game engine). Use the ‘Continue Next Frame’ option (or ‘Destroy After Time’) to continue with the schematic after the object instance has been destroyed.

### Object Exists

Checks if an object instance exists.
 If the object exists, ‘Success’ will be executed, otherwise ‘Failed’.

### Is Object

Checks if 2 object instances are the same.
 If the objects are the same, ‘Success’ will be executed, otherwise ‘Failed’.

### Set Object Name

Sets an object’s name or tag.

### Check Object Name

Checks an object’s name or tag.
 If check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Set Object Layer

Sets an object’s layer.

### Check Object Layer

Checks an object’s layer.
 If check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Search Objects

Searches for object instances in the scene and uses them to change selected data.
 Selected data can be used to store different data, e.g. an object instance or a list of object instances.

### Create Empty Object

Creates an empty object instance.

### Change Radius

Changes the radius of an object instance.
 Adds a ‘Radius’ component if none is added yet.
 The radius is e.g. used when using ‘Move To Interaction’ to determine the movement destination.

### Check Object Hierarchy

Checks if an object instance has a parent or child object (or both).
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Object Visible

Sets an object instance visible or invisible.
 This is done by setting every Renderer and Projector component of the object instance (and all of it’s children) active or inactive.

### Object Blink Visible

Blinks an object instance visible and invisible a defined amount of times.
 This is done by setting every Renderer and Projector component of the object instance (and all of it’s children) active or inactive.

### Is Visible

Checks if an object instance’s renderer is visible by any camera.
 If the object is visible, ‘Visible’ will be executed, otherwise ‘Not Visible’.

## Object/Prefab

### Spawn Prefab

Spawns a prefab.

### Destroy Prefab

Destroy prefabs.

### Clear Spawned Prefabs

Removes references to spawned instances of a prefab.
 The object instance(s) will no longer be accessible through the ‘Spawned Prefab ID’.

### Remove From Prefab Saver

Remove an object from being saved by prefab savers.
 If the object was spawned and added to a prefab saver, this’ll prevent the object’s data from being saved when changing scenes or saving the game.

### Clear Prefab Savers

Remove stored data from prefab savers.

## Object/Raycast

### Raycast

Fires a raycast into the scene, optionally uses the hit object or stores hit values into variables.
 If something was hit, ‘Success’ will be executed, otherwise ‘Failed’.

### Shapecast

Casts a shape into the scene, optionally uses the hit object or stores hit values into variables.
 If something was hit, ‘Success’ will be executed, otherwise ‘Failed’.
 Capsule and sphere shapes will use ‘Collider’ components. Box and circle shapes will use ‘Collider2D’.

### Check Shape

Checks if any colliders overlap a shape.
 The overlapped game objects can also be used as the selected object, or change selected data (except when using a capsule shape).
 If a collider overlaps the shape, ‘Success’ will be executed, otherwise ‘Failed’.
 Capsule and sphere shapes use ‘Collider’ components. Area, circle and point shapes use ‘Collider2D’.

## Object/Renderer

### Change Sorting Layer

Changes a renderer’s sorting layer ID, name or order.

### Change Material

Changes a renderer’s material or indexed material.

### Material Color

Changes the color of a renderer’s material or indexed material.
 If the renderer is a SpriteRenderer, the renderer’s color will be changed instead.

### Material Texture

Changes a texture of a renderer’s material or indexed material.

### Material Texture Offset

Changes a texture offset of a renderer’s material or indexed material.

### Material Texture Scale

Changes a texture scale of a renderer’s material or indexed material.

### Material Texture Fork

Checks the texture of a renderer’s material.
 If a texture matches, it’s next node will be executed.
 If no texture matches, ‘Failed’ will be executed.

### Change Sprite

Changes a SpriteRenderer’s sprite.

### Change Line Renderer Positions

Sets the positions of a ‘Line Renderer’ component using a Vector 3 variable list.

## Object/Rigidbody

### Rigidbody Move Position

Moves a rigidbody to a position using Rigidbody.MovePosition.

### Rigidbody Move Rotation

Rotates a rigidbody using Rigidbody.MoveRotation.

### Rigidbody Add Force

Adds a force to a rigidbody.

### Rigidbody Add Torque

Adds a torque to a rigidbody.

### Rigidbody Position Force

Adds a force at a position and applies force and torque to a rigidbody.

### Rigidbody Explosion Force

Adds exposion force to a rigidbody.

### Rigidbody Stop

Stops adding continued forces or torques to a rigidbody.

### Rigidbody Kinematic

Enables or disables the ‘Is Kinematic’ setting of a ‘Rigidbody’ (or ‘Rigidbody2D’).

### Rigidbody Change Velocity

Changes the velocity of a ‘Rigidbody’ (or ‘Rigidbody2D’).

### Rigidbody Store Velocity

Stores the velocity of a ‘Rigidbody’ (or ‘Rigidbody2D’) into a Vector3 variable.
 If no rigidbody is found, stores a zero Vector (0, 0, 0) into the variable.

### Rigidbody Constraints

Changes the contraints of a ‘Rigidbody’ (or ‘Rigidbody2D’).

### Rigidbody2D Body Type

Changes the physical behaviour type (body type) of a ‘Rigidbody2D’.

## Object/Selected Object

### Remove Selected Object

Removes the currently selected object (i.e. unselects it).

### Set Selected Object

Selects the selected object.
 If the object doesn’t have a ‘Selectable Object’ component attached, it will be attached automatically.

### Select Nearest Selectable Object

Selects the nearest selectable object instance.
 Objects with a ‘Selectable Object’ component attached are selectable.

### Select Left Object

Selects the next selectable object to the left of another object.
 Objects with a ‘Selectable Object’ component attached are selectable.

### Select Right Object

Selects the next selectable object to the right of another object.
 Objects with a ‘Selectable Object’ component attached are selectable.

### Is Selected Object

Checks if an object is the currently selected object or if any object is currently selected.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’

## Object/Terrain

### Is Terrain

Checks if an object instance is a terrain.
 If the check is valid, ‘Terrain’ will be executed next, otherwise ‘No Terrain’.

### Is In Terrain Space

Checks if a position is within a terrain’s space.
 The position can be defined in world space, terrain space, alpha map and height map position.
 A position is within a terrain’s space if all axes are between 0 and 1 (converted to terrain space).
 If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.

### Transform Terrain Space

Transforms a position to or from terrain space and stores the result into a Vector3 variable.
 The position can be defined and transformed to world space, terrain space, alpha map or height map position.

### Change Terrain Height

Change the height of a terrain at a defined position.

### Change Terrain Alpha Map

Change the alpha value of a defined texture index of a terrain at a defined position.

### Terrain Texture Fork

Checks the main texture at a position on a terrain.
 You must select a ‘Texture2D’ asset.
 If a texture matches, it’s next node will be executed.
 If no texture matches, ‘Failed’ will be executed.

## UI

### Is UI Box Focused

Checks if a UI box stored in selected data is focused.
 If the UI box is focused, ‘Success’ will be executed, otherwise (or if no UI box found) ‘Failed’.

## UI/Console

### Add Console Line

Adds a text to the in-game console.

### Clear Console

Removes text from the in-game console.
 Either all text of a selected console type, or all text.

### Block Console

Blocks or unblocks the in-game console or a combatant’s console from adding new lines.

### Is Console Blocked

Checks if the in-game console or a combatant’s console is blocked.
 If the console is blocked, ‘Blocked’ will be executed, otherwise ‘Unblocked’.

## UI/Dialogue

### Close All Dialogues

Closes all dialogues opened by this schematic.
 Only dialogues from ‘Show Dialogue’ nodes are closed.

### Show Dialogue

Displays a dialogue or choice dialogue.
 The schematic continues when the dialogue or choice is accepted with the accept key.
 Choices are selected with the horizontal and vertical key or with a click/touch.
 Choice dialogues can have as many choices as you like, every choice has it’s own next node setting which will execute the next node based on the selected choice.
 If you select ‘Choice’, the ‘Next’ setting is only used if no choices are available.

### Value Option Dialogue

Displays a dialogue to change game options or input values and store them in variables.
 The schematic continues when the dialogue is accepted or canceled.

### Language Dialogue

Displays a language selection dialogue and changes the game’s language to the selected language.
 The schematic continues when the dialogue is accepted with the accept key (or canceled).

### Show Flying Text

Displays a flying text notification at the position of an object.

### Block Flying Texts

Blocks or unblocks new flying texts from being displayed.

### Are Flying Texts Blocked

Checks if flying texts are blocked.
 If flying texts are blocked, ‘Blocked’ will be executed next, otherwise ‘Unblocked’.

### Console Output

Prints a text to the console.

### Pause Notifications

Pauses or resumes displaying notifications.
 Paused notifications will not be displayed and their visible time doesn’t progress.

### Block Notifications

Blocks or unblocks adding new notifications.

### Are Notifications Blocked

Checks if adding new notifications is blocked.
 If notifications are blocked, ‘Blocked’ will be executed next, otherwise ‘Unblocked’.

### Hide Autoclose Dialogues

Hides or shows (new) ‘Autoclose’ type dialogues.
 Please note that this only hides the UI box of these dialogues, their wait time (or accepting them) is still used.

### Are Autoclose Dialogues Hidden

Checks if ‘Autoclose’ type dialogues are hidden.
 If they are hidden, ‘Hidden’ will be executed, otherwise ‘Shown’.

### Teleport Choice

Displays a choice dialogue listing all available teleports.
 The player group will be transferred to the selected teleport target.
 If no teleports are available (due to variable conditions), the teleport choice dialogue won’t be displayed and ‘Cancel’ will be executed.

### Quest Choice

Displays a dialogue or choice dialogue with quest information of a selected quest.
 The selected quest won’t be added to the quest list when accepted – the dialogue only displays the quest’s information using the quest layout settings. To add the quest to the quest list, use the ‘Add Quest’ node.
 If you enable canceling (i.e. declining) the quest info, ‘Cancel’ is executed next, otherwise the quest is accepted and ‘Accept’ is executed next.

### Selected Data Choice

Displays a choice dialogue with selected data information.
 When selecting a listed selected data value, the value will be stored in another selected data list.
 If you enable canceling, ‘Cancel’ is executed next, otherwise ‘Accept’ is executed next.

### Selected Data Question Dialogue

Displays a question dialogue with selected data information.
 If the dialogue is accepted, ‘Accept will be executed, otherwise ‘Cancel’.

### Combatant Selection Dialogue

Displays a combatant selection with a defined group of combatants.
 The selected combatant will be stored in a selected data list.
 If the a combatant was selected, ‘Next’ will be executed, otherwise ‘Cancel’.

### Inventory Quantity Dialogue

Displays a quantity selection for content in a combatant’s inventory (defined item or stored in selected data).
 The selected quantity will be stored into an int variable.
 If the a quantity was selected, ‘Next’ will be executed, otherwise ‘Cancel’.

### Close Item Collection

Closes the item collection or item box dialogue (if open).

## UI/HUD

### Call HUD

Calls (shows) or closes a HUD.
 A HUD can only be opened once at a time.
 If an already shown HUD is called, it’s users will be updated according to this node’s settings (if the HUD supports users).

### Is HUD User

Checks if an object instance is used as a HUD’s user.
 If the check is valid, ‘Success’is executed, otherwise ‘Failed’.

### Toggle HUD

Toggles a list of defined HUDs on or off.
 If a HUD is toggled off, it won’t be displayed.
 A HUD can also be toggled using input keys, if set up in the HUD’s settings.

### Block HUD

Blocks or unblocks a HUD.
 A blocked HUD won’t be displayed.

### Navigation Marker

Adds or removes a navigation marker.
 Navigation markers are displayed by navigation HUDs.

### Close Pinned HUDs

Closes all currently pinned HUDs (e.g. ‘Tooltip’ HUDs).

## UI/Image

### Show Image

Shows an image on the screen.
 Images are displayed on a UI layer before the UI boxes of the layer.
 You can access images later by referring to their ID – you can even access images created by other schematics.

### Change Image Bounds

Changes the position and size of an image.
 Images are displayed on a UI layer before the UI boxes of the layer.
 You can access images later by referring to their ID – you can even access images created by other schematics.

### Change Image Color

Changes the color of an image.
 Images are displayed on a UI layer before the UI boxes of the layer.
 You can access images later by referring to their ID – you can even access images created by other schematics.

### Remove Image

Removes an image from the screen.
 Images are displayed on a UI layer before the UI boxes of the layer.
 You can access images later by referring to their ID – you can even access images created by other schematics.

## UI/Menu

### Call Menu Screen

Calls a menu screen.

### Close Menu Screen

Closes a menu screen or all menu screens.

### Refresh Menu Screen

Marks all parts of a menu screen to be refreshed in the next frame.

### Is Menu Open

Checks if a defined or any menu is currently opened.
 If the menu is open, ‘Open’ will be executed, otherwise ‘Closed’.

### Change Menu User

Changes the current user (combatant) of all open menu screens or shops.

### Call Start Menu

Calls the start menu (‘Menus > Start Menu’).
 Please note that the start menu shouldn’t be called during a running game.

### Close Start Menu

Closes the start menu (‘Menus > Start Menu’) without using any of the options.

## UI/Shop

### Open Shop

Opens a shop.
 If the player buys something in the shop, ‘Bought Something’ is executed, else, ‘Bought Nothing’.

### Close Shop

Closes a shop or all open shops.

### Is Shop Data Stored

Checks if a shop’s data has already been stored (using the shop’s ‘Shop ID’).
 A shop only stores data of bought and sold items when ‘Save Shop’ is enabled in the shop’s settings.
 If the shop’s data has already been stored, ‘Success’ will be executed, otherwise ‘Failed’.

### Clear Shop Data

Clears/removes the stored data of a shop (using the shop’s ‘Shop ID’).
 A shop only stores data of bought and sold items when ‘Save Shop’ is enabled in the shop’s settings.

### Add To Shop

Add new content to a shop (using the shop’s ‘Shop ID’).
 Only available for shops having ‘Save Shop’ enabled in the shop’s settings.

### Check Shop Stock

Checks the number of different goods of a stored shop (using the shop’s ‘Shop ID’).
 Only available for shops having ‘Save Shop’ enabled in the shop’s settings.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Is In Shop

Checks if a stored shop (using the shop’s ‘Shop ID’) contains defined items, equipment, etc.
 The individual item’s check will only be made if the item’s chance check is valid.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Is Shop Open

Checks if a defined or any shop is currently opened.
 If the shop is open, ‘Open’ will be executed, otherwise ‘Closed’.

### Change Shop Limit

Changes the space limit of a shop.

### Check Shop Limit

Checks the space limit of a shop.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Mark New Shop Content

Changes a stored shop’s items to be marked or unmarked as new content.
 Only available for shops having ‘Save Shop’ enabled in the shop’s settings.

## UI/UI Components

### Spawn UI Prefab

Spawns a prefab on a selected UI layer’s canvas.

### UI Rect Transform

Changes settings of a ‘Rect Transform’ component.

### UI Text

Changes settings of a ‘Text’ component.

### UI Raw Image

Changes settings of a ‘Raw Image’ component.

### UI Image

Changes settings of an ‘Image’ component.

### UI Slider

Changes settings of a ‘Slider’ component.

### UI Scrollbar

Changes settings of a ‘Scrollbar’ component.

### UI Toggle

Changes settings of a ‘Toggle’ component.

### UI Input Field

Changes settings of an ‘Input Field’ component.

### Store UI Input Field

Stores the text value of an ‘Input Field’ component into a string variable.

### Store UI Toggle

Stores the toggle value of a ‘Toggle’ component into a bool variable.

### Store UI Slider

Stores the value of a ‘Slider’ component into a double variable.

### Store UI Scrollbar

Stores the value of a ‘Scrollbar’ component into a double variable.

### Store UI Anchored Position

Stores the anchored position (3D) of a ‘Rect Transform’ component into a Vector3 variable.

### Store UI Size Delta

Stores the size delta of a ‘Rect Transform’ component into a Vector3 variable.

## Value/Date and Time

### Change Date and Time

Changes a date/time value (string) using a float value to change a defined part of the time (e.g. seconds, minutes or hours).
 E.g. add 5 hours to a date/time value.

### Check Date and Time

A date/time string will be checked with a defined date/time string.
 If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.

### Date and Time to Double

Stores a date/time value (string) as a double variable.
 Either store the whole value in seconds or only parts of it (e.g. seconds, hours or years).

### Date and Time Difference

Stores the difference between 2 date/time values (string) in seconds as a double variable.

## Value/Double

### Double Random

Stores a random number between two defined numbers into a double or long variable.

### Double Atan2

Store the angle in radians whose Tan is Y/X into a double variable.

### Double Clamp

Clamps a double value between a minimum and maximum and stores it into a double variable.

### Double Delta Angle

Calculates the shortest difference between two angles and stores it into a double variable.

### Double Inverse Lerp

Calculates the Lerp parameter between two values and stores it into a double variable.

### Double Lerp

Interpolates between two values and stores it into a double variable.

### Double Move Towards

Moves a value current toward target and stores it into a double variable.

### Double Ping Pong

PingPongs or loops (repeats) a value, so that it is never larger than length and never smaller than 0, and stores it into a double variable.

### Double Smooth Damp

Gradually changes a double value towards a desired goal over time and stores it into a double variable.

### Double Smooth Step

Interpolates between two values with smoothing at the limits and stores it into a double variable.

### Double To Angle

Changes a double value into an angle (i.e. between 0 and 360) and stores it into a double variable.
 E.g. -90 will become 270, 480 will become 120.

### Double Perlin Noise

Generates 2D perlin noise and stores it into a double variable.

### Double is Power of 2

Checks if a value is power of two.
 If check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

## Value/PlayerPrefs

### Set String PlayerPrefs

Sets a string value to a PlayerPrefs variable.

### Set Int PlayerPrefs

Sets an integer value to a PlayerPrefs variable.

### Set Float PlayerPrefs

Sets a float value to a PlayerPrefs variable.

### Remove PlayerPrefs

Removes a PlayerPrefs variable.

### Has PlayerPrefs

Checks if a PlayerPrefs variable exists.
 If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.

## Value/Selected Data

### Select HUD Content Provider

Use the content/user of a HUD content provider component attached to an object instance to change selected data.

### Select UI Input Context

Use the schematic context of a UI input component attached to an object instance to change selected data.
 E.g. get the schematic context added to a choice button.

### Select UI Base Component

Use the ‘UI Box’ or ‘HUD’ component (or anything implementing ‘IUIBase’) attached to an object instance to change selected data.

### Ability Level Up

Increases the level of abilities currently stored in selected data by one.
 If the ability is an equipment ability, it’s ‘Learn Ability’ settings will be used instead.
 Can also use ‘Spend’ level up type or upgrade settings of the ability.

### Ability Level Points

Increases the level points of abilities currently stored in selected data.
 Level points are the experience or uses needed to level up an ability.
 Used for all level up types except ‘None’.

### Enable Passive Ability

Enable or disable passive abilities currently stored in selected data.
 Only possible for passive abilities that are not ‘Always Enabled’.

### Is Passive Ability Enabled

Checks if passive abilities stored in selected data are enabled.
 Only passive abilities that are not ‘Always Enabled’ will result in valid checks.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Select Class

Uses classes of a combatant as selected data.

### Select Equipped Class

Uses classes currently equipped on a combatant’s class slots as selected data.

### Select Combatant Body Part

Uses body parts of combatants or the parent combatant of body parts as selected data.

### Select Status Effect

Uses status effects of combatants as selected data.

### Add Random Status Bonus

Add a random status bonus to an equipment, passive ability, combatant, class or anything implementing the ‘IAddRandomStatusBonus’ interface stored currently stored in selected data.
 Please note that adding a bonus to passive abilities or equipped equipment doesn’t add the bonus to the combatant they belong to. Use a ‘Reset Combatant Status’ node to update the combatant’s status.

### Remove All Status Bonuses

Remove all instance status bonuses of an equipment, passive ability, combatant, class or anything implementing the ‘IAddRandomStatusBonus’ interface stored currently stored in selected data.
 This only removes instanced bonuses, e.g. from random status bonuses or from bonuses added via the ‘Change Equip Status Value’ node. Please note that removing bonuses from passive abilities or equipped equipment doesn’t update the status of the combatant they belong to. Use a ‘Reset Combatant Status’ node to update the combatant’s status.

### Change Equip Status Value

Changes a status value bonus of equipment currently stored in selected data.
 This only affects status bonuses directly added to the equipment instance (e.g. from random status bonuses) and not the bonuses set up in the equipment’s ‘Status Bonus’ settings.
 Please note that this doesn’t trigger status recalculations on combatants wearing the equipment, use a ‘Recalculate Combatant Status’ node on those combatants to take the changed status value bonuses of the equipment into account.

### Check Equip Status Value

Checks status values of equipment currently stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Equip Status Value

Stores a status value bonus of equipment currently stored in selected data into a long variable.

### Check Equip Content Type

Checks the content types of equipment currently stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Equipment Level Up

Increases the level of equipment currently stored in selected data by one.
 Can also use ‘Spend’ level up type or upgrade settings of the equipment.

### Equipment Level Points

Increases the level points of equipment currently stored in selected data.
 Level points are the experience or uses needed to level up an equipment.
 Used for all level up types except ‘None’.

### Change Equip Ability

Adds or removes an ability to/from an equipment currently stored in selected data.
 The abilities added to an equipment are available to a combatant while having the equipment equipped.

Please note: These abilities are not the same as ‘Equipment Abilities’ set up in the equipment’s settings.
 These abilities can’t be learned by the combatant, but they can be leveled up. Equipment abilities set up in the equipment can be learned by the combatant but can’t be leveled up (while not learned).

### Check Equip Ability

Checks if an ability has been added to an equipment currently stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

Please note: This doesn’t check ‘Equipment Abilities’ set up in the equipment, only abilities added using ‘Change Equip Ability’ nodes.

### Select Equip Ability

Uses abilities added to equipment (using ‘Change Equip Ability’ node only) as selected data.

### Clear Selected Data

Clears/removes selected data.
 Either removes all data of a defined data key, or removes all data.

### 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’.

### Selected Data Contains

Checks if data stored in a selected data list contains something stored in another 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 Variable Handlers

Uses variable handlers to change selected data.
 A variable handler stores all variables of an origin, e.g. the global variables or object variables of an object instance.

### Select Components

Uses components to change selected data.

### Select Objects

Uses object instances to change selected data.

### Select Nearest Object

Use the nearest object instance to change selected data.

### Filter Selected Objects

Filters object instances stored in selected data and only keeps objects matching the defined conditions.
 Other data (e.g. components or variable handlers) will be removed.

### Selected Objects Count

Checks how many object instances are stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Selected Objects Contain

Checks if an object instance is stored in selected data.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Select Combatant

Uses combatants as selected data.

### Select Combatant Objects

Searches spawned combatants and stores them or their object instances in selected data.
 Optionally search for combatants within a defined range of a user/position, check for status conditions, etc.

### Filter Selected Combatants

Filters combatants stored in selected data and only keeps combatants matching the defined conditions.
 E.g. check for being an enemy of another combatant, distance to a position, waiting for or performing an action and various other conditions.
 Other data (e.g. object instances or variable handlers) will be removed.

### Sort Selected Combatants

Sort combatants stored in selected data by defined metrics, e.g. by distance to a position or a status value.

### Sort Selected Shortcuts

Sort shortcuts stored in selected data by defined metrics, e.g. by name, ID or type ID.
 Shortcuts are things like abilities, items, equipment and other inventory content.

### Select Shortcut Slot

Uses a combatant’s or group’s shortcut slots (e.g. assigned abilities, items, etc.) 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 or from an object instance (spawned equipment via equipment viewer) as selected data.

### Select Item

Uses items from the inventory of combatants or newly created items as selected data.

### Select Item Box

Uses items from an item box as selected data.
 Uses either an item box for a defined box ID or item boxes from ‘Item Collector’ components.

### Select Item Collector

Uses items from ‘Item Collector’ components as selected data.

### Select Loot

Uses loot from a loot table or a combatant as selected data.

### Select Quest

Uses quests that are available to start or already added to the player’s quest list as selected data.
 Quest nodes can use the quests stored in selected data.

### Change Selected Data Name

Changes or resets the name or short name of selected data.
 This can be used to change the name of combatants, abilities, items, equipment or other shortcuts stored in selected data.

### Change Selected Data Description

Changes or resets the description of selected data.
 This can be used to change the description of combatants, abilities, items, equipment or other shortcuts stored in selected data.

### Store Selected Data Content

Stores content information of selected data into a string variable.
 Uses text codes to select which information is stored, e.g. name (”).
 This can be used to store the name of combatants, abilities, items, equipment or other shortcuts stored in selected data.

### Store Selected Data GUID

Stores the GUID of content of selected data into a string variable.
 This can be used to store the GUID of combatants, abilities, items, equipment or other shortcuts stored in selected data.
 GUIDs are used to identify unique instances and available for all classes that implement the IGUID interface.

### Store Selected Data ID

Stores the ID of content of selected data into a long variable.
 This can be used to store the ID of combatants, abilities, items, equipment or other shortcuts stored in selected data.
 IDs are referencing the index of the content in the ORK editor and available for all classes that implement the ‘IContent’ interface.

### Store Selected Data Quantity

Stores the quantity of content in selected data into a long variable.
 This can be used to store the quantity of items, equipment or other shortcuts stored in selected data.

### Change Selected Data Quantity

Changes the quantity of content in selected data.
 This can be used to change the quantity of items, equipment or other shortcuts stored in selected data.
 Please note that this ignores maximum stack counts and allows exceeding them.

### Select GUID

Uses a GUID stored in a string variable to find content and use it as selected data.
 This can be used to select a combatant, ability, item, equipment or other shortcut.
 GUIDs are used to identify unique instances and available for all classes that implement the IGUID interface.

### Select ID

Selects content based on a defined ID (e.g. from a double variable) and use it as selected data.
 This can be used to select a combatant, ability, item, equipment or other shortcut.

### Select Combatant Battle Spot

Uses a combatant’s battle spot (object instance) to change selected data.

### Select Turn Order

Uses a turn based battle’s turn order (combatants) to change selected data.
 The combatants are stored into selected data in the order of the current turn order.
 Please note that this is only available in running ‘Turn Based’ battles.

### 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.

### Can Selected Data Upgrade Level

Checks if a combatant can upgrade the level of something stored in selected data.
 E.g. Checks if the cost for an ability or equipment level upgrade are valid.
 Please note that this only uses the level upgrade system, not the experience level up system.

### 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.

### Use Custom Settings

Calls the custom setting’s ‘Use’ function of content stored in selected data.
 Forwards the schematic’s local variables and selected data to the ‘Use’ function.

## Value/Text File

### Text File Exists

Checks if a text file exists.
 If the file exists, ‘Success’ will be executed, otherwise ‘Failed’.

### Delete Text File

Deletes a defined text file.

### Read Text File

Reads a text file and stores it into string variables.

### Read Text File Lines

Reads a text file and adds each line to a string variable list.

### Write Text File

Writes into a text file.

### Write Text File Lines

Writes a string variable list’s values into a text file (each value being a line).

### Load CSV File

Loads a CSV file’s data for later use as bool, float and string values.

### Clear CSV File

Removes a CSV file’s loaded data or all CSV data.

## Value/Timer

### Start Timer

Starts a timer on a double variable.
 A timer will count the used double variable up or down using the delta time each tick.

### Stop Timer

Stops a timer on a double variable.

### Is Timer Running

Checks if a timer on a double variable is running.
 If the timer is running, ‘Success’ will be executed, otherwise ‘Failed’.

### Pause Timer

Pauses or unpauses a timer on a double variable.

### Is Timer Paused

Checks if a timer on a double variable is paused.
 If the timer is paused, ‘Success’ will be executed, otherwise ‘Failed’.

## Value/Variable

### Store Function Result

Stores the return value of a function into a variable.
 Supports string, bool, int, float, long, double and Vector2/Vector3 return values.
 If a variable is changed, ‘Success’ will be executed, otherwise ‘Failed’.

### Store Field

Stores the value of a field or property into a variable.
 Supports string, bool, int, float, long, double and Vector2/Vector3 values.
 If a variable is changed, ‘Success’ will be executed, otherwise ‘Failed’.

### Change Variables

Changes variables.

### Check Variables

Checks if variables have certain values.
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Variable Fork

Checks 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.

### Clear Variables

Removes all variables and variable lists.

### Variable Transfer

Transfers all variables and variable lists from one origin to another (local, global and object).

### Variable Exists

Checks if a variable exists (i.e it has been set).
 If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.

### Sort Variable List

Sorts a variable list.

### Copy Variable List

Stores all values of a variable list in another variable list.

### Variable List Contains

Checks if a variable list contains a defined value.
 If the variable list contains the value, ‘Success’ will be executed, otherwise ‘Failed’.

### Save Variables

Saves the data from a defined variable source into a file, global variable or PlayerPrefs variable (string).
 The data is stored as an XML-formatted string.

### Load Variables

Loads the data stored in a file, global variable or PlayerPrefs variable (string) into a defined variable source.
 The data is loaded from an XML-formatted string.
 Please note that loading variables into a source will remove all current variables from the source.

### Change Number Object Variables

Changes an int or double variable on all currently registered object variables.
 Only changes object variables using an ‘Object ID’, local object variables will not be changed.

## Value/Vector

### Vector3 Random

Stores a Vector3 with random X, Y and Z axes into a variable.

### Vector3 Transform Value

Transforms a Vector3 value between local and world space of an object instance and stores the result into a variable.

### Vector3 Angle

Store the angle in degree between two Vector3 into a double variable.

### Vector3 Direction

Store the direction from one Vector3 (position) to another into a Vector3 variable.

### Vector3 Magnitude

Store the magnitude (length) or square magnitude (squared length) of a Vector3 into a double variable.

### Vector3 Clamp

Store a Vector3 with it’s axes clamped between two values into a variable.

### Vector3 Clamp Magnitude

Store a Vector3 with it’s magnitude clamped to a max length into a variable.

### Vector3 Move Towards

Moves the Vector3 current in a straight line towards a target and stores it into a variable.

### Vector3 Multiply

Multiplies a Vector3 with a float and stores it into a variable.

### Vector3 Divide

Divides a Vector3 by a float and stores it into a variable.

### Vector3 Rotate

Rotates a Vector3 and stores it into a variable.

### Vector3 Smooth Damp

Gradually changes a Vector3 value towards a desired goal over time and stores it into a variable.

### Vector3 To Angle

Changes all axes of a Vector3 value into a angles (i.e. between 0 and 360) and stores it into a Vector3 variable.
 E.g. -90 will become 270, 480 will become 120.

### Vector3 Check Distance

The distance between two Vector3 values is checked against a value.
 If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.

### Vector3 Lerp

Store the linear or spherical interpolation between two Vector3 into a variable.

### Vector3 Rotate Towards

Rotates the Vector3 current towards a target and stores it into a variable.

### Vector3 Ortho Normalize

Makes two or three Vector3 variables normalized and orthogonal to each other.
