The node-type packs
Every pack in the Add node types library — what it is for, the node types it holds, and the definitions, enums, variables and records it brings with them.
All documentation — The node builder
Boards and the canvas
The node builder
Modelling the world
Variables, logic and commands
Voice and audio
AI
Working together
Project settings
Every pack the Add node types library offers, in the library’s own order. How to add, update and restore a pack’s types is in managing node types; this page is what is on the shelf.
Type names are as the library’s cards show them. A type listed by more than one pack is the same type — adding it from either does the same thing. Its home is the first pack that lists it, and that is where the library’s search groups it; for the starter sets below, each type’s home is named in parentheses.
The packs
| Pack | What it is for | Node types |
|---|---|---|
| Standard pack | The node types every new project starts with | Text · Board · Dialogue · Entry · Branch · Jump · Element · Code |
| Flow & logic | The structural nodes beside the line: hubs, gates, where a conversation begins, chance, endings | Hub · Gate · Interaction · Random branch · Question · Ending · Signal · Note · Beat |
| Dialogue, studio grade | The line, the choice and the check, for a writer used to large dialogue-driven games | Line · Speaks · Dialogue Line · Exchange · Choice · Skill check · Scripted check |
| Quests & objectives | Quest, objectives, outcome, with rewards and counters | Quest · Objective · Outcome · Reward choice |
| Choices, drawn otherwise | Choices drawn as pictures, a truth table, a ring of odds, or a loot roll that hands over its drops | Crossroads · Decision table · Chance · Loot roll · Histogram |
| Pictures & places | A line with its picture edge to edge, a place with doors on its map, a picture to examine, a deck of slides | Portrait · Location · Examine · Look around · Slideshow |
| Readouts & records | Where you stand with each side, a record drawn through its own view, what a chest holds | Standing · Dossier · Inventory |
| Encounters | Waves, a fight’s arc, fights on the plan, clocks and schedules, and the rules that react | Roster · Wave · Wave map · Arrivals · Wave as a sentence · Wave on a ruler · By the door · Fight in phases · Boss, by health · Reinforcements · The arc · Phase, by difficulty · Patrol · Ambush · Waves on one plan · Hold · Set piece · Countdown · Defend |
| NPC life | People who react: what a crowd says as you pass, where someone is at each hour, a companion who speaks up mid-scene | Barks · Cut-in · Routine |
| Input actions | The moves a player makes, ready to name in a line: keyboard and mouse, the three pads, and touch | None — it brings records, see below |
| Puzzles & world | The level’s own gameplay: puzzles, a trigger volume, a barrier and every way past it, a move taught before it is needed, a checkpoint | In order · Switches · Code lock · Matching · Collect · Trigger · Barrier · Teach · Checkpoint |
| Lookups | Cards that find where things are used — set and read, called, mentioned, linked, missing — on this board or across the project | Where used · State in / out · Scene cast · Cue sheet · To-do · Level manifest · Entity trail · Problems |
| Visual novel, start here | A speaker with a portrait, a place with its doors, a deck of slides and the endings | Dialogue (Standard) · Choice (Dialogue, studio grade) · Portrait, Location, Slideshow (Pictures & places) · Ending (Flow & logic) |
| Tabletop session | Checks, rolls, standing and what the party carries — the cards a game master reads | Skill check (Dialogue, studio grade) · Random branch (Flow & logic) · Standing, Inventory (Readouts & records) · Loot roll (Choices, drawn otherwise) |
| Mission board | Quests with their objectives and outcomes, the waves they trigger, and the Signals that call the game | Quest, Objective, Outcome (Quests & objectives) · Wave, Wave map (Encounters) · Signal (Flow & logic) |
| Interactive fiction | Prose, a crossroads of ways out, things to examine, a gate and an ending | Text (Standard) · Crossroads (Choices, drawn otherwise) · Examine, Look around (Pictures & places) · Gate, Ending (Flow & logic) |
The last four are starter sets: every type in them lives in another pack too, gathered for one kind of project.
What a pack brings
A pack’s types can need things that are not node types — a definition a field points at, an enum a select offers, a variable a check writes. The pack brings them, or reuses yours when your project already has them. Packs not listed here bring nothing beyond their types.
| Pack | Entity definitions | Enums | Variables | Commands |
|---|---|---|---|---|
| Standard pack | — | Trigger | — | — |
| Dialogue, studio grade | — | Emotion | Last roll · Check total · Check difficulty · Check passed | — |
| Quests & objectives | Faction | Quest state · Quest kind · Reward kind · Faction standing | Quests completed | — |
| Pictures & places | — | Emotion | — | — |
| NPC life | — | Bark moments | — | — |
| Input actions | Input action | Pad controls · Touch gestures | — | — |
| Puzzles & world | Door · Input action | Puzzle symbols · Actors · Barrier kinds · Pad controls · Touch gestures | — | Retry |
| Visual novel, start here | — | Emotion | — | — |
| Tabletop session | — | — | Last roll · Check total · Check difficulty · Check passed | — |
| Mission board | Faction | Quest kind · Reward kind · Faction standing | Quests completed | — |
Interaction
The Interaction in Flow & logic is where a conversation with someone begins. It is an Entry and a Branch in one card, so a conversation board does not need both:
- With — the character the conversation is with, in the header.
- Cases — one row per way the conversation can open, first to last. Each row has a name (a label for you, such as 1 · First meeting), a when condition, and its own exit.
- otherwise — the exit taken when no case holds. Wire it to what a character says when there is nothing new, or leave it unwired when nothing should happen.
In Play the first case whose condition holds is taken at once: the player sees no menu and never sees a case’s name, and a case with an empty condition is skipped. Nothing can be wired into an Interaction, which is what makes it a way into its board; a conversation that loops goes back to a Hub placed after it. How to write a condition is in conditions.
Input actions
The Input actions pack holds no node type. It brings the Input action definition and 26 ready-made input action records, which land in a folder named Input actions at the root of the entity tree. A mention of one draws as a keycap, and Keys as in play mode’s Design tab shows it for each device — see play mode. Adding, updating and restoring those records is in managing node types.