Description of Action Node

July 4, 2022

Description of Action Node

Entity

Node Name Node description Parameter Return Value
Set entity’s HP Set the blood volume of the entity instance. entity: Specify which entity instance to set the blood volume. HP: Specify the HP value to be set. If the HP value is less than or equal to 0, the entity instance will die. No return value
Target Entity Inflict damage to the entity instance (deduct the HP of the entity instance). Entity: Specify which entity instance will be harmed. Damage value: The damage value caused to the entity instance. Damage comes from: Specify which entity instance the damage comes from. No return value
Restore entity HP Restore the blood volume of the entity instance (if the entity instance has died, the blood volume of the instance cannot be restored). Entity: Specify which entity instance’s blood volume to restore. Recovery value: The blood volume value recovered for the entity instance. No return value
Recover to full HP Restore the blood volume of the entity instance to full blood. Entity: Specify which entity instance’s blood volume is restored to full blood. No return value
Kill entity Kill an entity instance. entity: Specifies the entity instance to be killed. Murder: Specify which entity instance is the murderer. No return value
Respawn entity Resurrect an entity instance and restore the blood volume of the instance to full blood. entity: Specifies the entity instance to be resurrected. Map: Specify the map instance where the entity instance is resurrected. Coordinate: Specify where the entity instance is resurrected. No return value
Set entity’s coordinates Set the coordinates of the entity instance to the specified coordinates. entity: Specify the entity instance whose coordinates are to be set. Map: Specify which map to set the entity instance to. Coordinates: Specify coordinates. Rotate around Y axis: set the angle of entity instance around Y axis (0 is the direction of positive Z axis, positive value is clockwise rotation, negative value is counterclockwise rotation). Rotate around Z axis: Set the rotation angle of the entity instance around the Z axis. No return value
Set entity respawn point Set the resurrection point of the entity instance (if the entity instance is dead, the node will not resurrect the entity instance). entity: Specify the resurrection point of which entity instance is set. Map: Specify which map instance the entity instance’s resurrection point is in. Resurrection point: the coordinates of the resurrection point. No return value
Set the Y-axis coordinate of the entity Set the Y coordinate of the entity instance. entity: Specify the entity instance whose Y-axis coordinate is to be set. Y value: Y value of the entity coordinate.
Move the player to the specified region Turn the camera of the player entity instance to a random position in the specified region (not effective for non-player entities). Player: Specify the player entity instance to be moved. region: Specify which region to move the player entity instance to. No return value
Add buff to entity Add buff to the entity instance. entity: Specify the entity instance to be buffed. Buff: Specify the buff to be added. Limit buff time: Set whether to limit the duration of the buff, if not, the duration of the buff is infinite. Buff duration: Specify the duration of the Buff. After the duration is over, the Buff will be automatically removed. No return value
Set player’s score Set the angle of rotation of the player entity instance (not effective for non-player entities), and return the score of the instance. When increasing the score, the current increased score will be displayed on the corresponding player’s screen. Unit: Specifies the instance of the unit to set the fraction to. After returning to the setting, the score of the entity instance.
Increase player’s score Increase the score of the player entity instance (not effective for non-player entities), and return the score of the instance. When increasing the score, the current increased score will be displayed on the corresponding player’s screen. entity: Specify the entity instance to increase the score. Score: Specify the number of points to increase. Return the current score of the entity after adding the score to the entity instance.
Restore the entity’s Hunger Restore the starvation value of the entity instance. entity: Specify which entity instance’s hunger value to restore. Hunger value: The hunger value restored to the entity instance. No return value
Give rewards Give rewards to player entity instances (not valid for non-player entities), and return the result. entity: Specifies the entity instance to which the reward will be issued. Reward: Set the Reward to be issued.
Returns the result of the Reward. If the reward is successfully distributed to the player’s backpack, it returns true; if the reward is not distributed to the player’s backpack (for example, there are not enough spaces in the backpack), it returns false.
Set entity model Set the actor model used by the entity instance. Usually used to modify the appearance of an entity instance. entity: Specify the entity of the model to be set. Model: Specify the role model to be used by the entity instance. No return value
Create NPC Create an entity instance to the map, and return the created entity instance. entity name: Set whether to enable the AI of the entity instance Return the created entity instance.
Create NPC within the region Create multiple entity instances in a region. Region: Specify the region of the entity instance to be generated. Minimum number of NPCs to be created: Specify the minimum number of entity instances to be created, and a random number will be randomly selected from the minimum number to the maximum number during creation.
Maximum number of NPCs to be created: Specify the maximum number of entity instances to be created, and a random number will be randomly selected from the minimum number to the maximum number during creation.
entity: Specify which entity template to create an entity instance based on.
entity name: Set whether to enable the AI of the entity instance
Map: Specify to which map the entity instance will be created. Enable AI: Set whether to enable the AI of the entity instance. Master: Specify the owner of the entity instance (if the entity instance is created as a pet, the owner must be specified). Level: Specify the level of the entity instance.
No return value
Turn the camera to the target Turn the camera of the player entity to the target entity (not effective for non-player entities). Player: Specify the player entity instance to rotate the camera. Target: Specify the target entity instance to which the lens will face. No return value
Obtain all entities Get all entity instances in the current game. No parameters Returns all the acquired entity instances in the form of an array, and the array elements are entity instances.
Obtain all entities of the same template Get all entity instances created based on a template in the current game. Entity template: entity template. Returns all the acquired entity instances in the form of an array, and the array elements are entity instances.
Obtain the current HP of the entity Get the current blood volume of the entity instance. entity: Specify which entity instance’s blood volume to get. Returns the blood volume value obtained.
Obtain entity score Get the current score of the entity instance. entity: Specify which entity instance’s score is to be obtained. Returns the obtained score value.
Get the distance between two entities Get the distance between two entity instances. entity1: One of the entity instances for calculating the distance. entity2: One of the entity instances for calculating the distance. Returns the distance between two entity instances.
Obtain the number of all players Get the total number of player entity instances in the current game. No parameters Returns the total number of player entity instances in the current game.
Obtain all players Get all playerentity instance. No parameters Returns all the acquired entity instances in the form of an array, and the array elements are entity instances.
Obtain number of all existing players Get the number of players in the current game survival state in the current game. No parameters Returns the number of players in the survival state in the current game.
Obtain player kills Get the number of entity instances killed by the player since entering the game. The way to kill can be through skills, or use the “kill entity” node (need to specify the murderer). entity: Specify which entity instance to get the number of kills. Returns the number of kills obtained.
Obtain angle of rotation around Y-axis of the entity Get the rotation angle of the entity instance around the Y axis (ie the yaw angle of the entity instance). entity: Specify the yaw angle of which entity instance to get. Returns the obtained angle value.
Obtain current Hunger of entity Get the current hunger value of the entity instance. entity: Specify the hunger value of which entity instance to get. Returns the hunger value obtained.
Obtain entity level Get the current level of the entity instance. entity: Specify the level of which entity instance to get. Return the obtained level.
Get the Y-axis coordinates of the entity Get the Y-axis coordinate of the entity instance. entity: Specify the Y-axis coordinate of which entity instance to get. Returns the obtained Y-axis coordinate value.
Obtain entity’s ID Get the ID of the entity instance. Note: This ID is the ID of the entity instance (not the ID of the entity template).
When an entity instance is created in the game, an ID will be automatically assigned to the entity instance. The ID is the unique identifier of the entity instance in the game, and the ID can be used to index an entity instance.
entity: Specifies which entity instance ID to get. Return the obtained ID.
Obtain entity coordinates Get the current coordinates of the entity instance. entity: Specify the coordinates of which entity instance to get. Returns the obtained coordinate value.
Obtain entity respawn point Get the coordinates of the respawn point of the entity instance. entity: Specify which entity instance’s respawn point coordinates to get. Returns the obtained coordinate value.
Obtain entity’s spawn point Get the coordinates of the birth point of the entity instance. entity: Specify which entity instance’s birth point coordinates to get. Returns the obtained coordinate value.
Get entity based on ID Get the entity instance based on the ID. Note: This ID is the ID of the entity instance (not the ID of the entity template).
When an entity instance is created in the game, an ID will be automatically assigned to the entity instance. The ID is the unique identifier of the entity instance in the game, and the ID can be used to index an entity instance.
ID: The value of ID. Returns the entity instance obtained according to the ID.
Judge whether the entity is a player Determine whether the entity instance is a player entity instance. entity: Specifies the entity instance for judgment. Return the judgment result. If the entity instance is a player entity instance, it returns true, otherwise it returns false.
Judge whether entity is in the region Determine whether the entity instance is located in a certain region. entity: Specifies the entity instance for judgment. Return the judgment result. If the entity instance is in the specified region, it returns true, otherwise it returns false.
Judge whether entity is alive Determine whether the entity instance is alive. entity: Specifies the entity instance for judgment. Return the judgment result. If the entity instance is alive, it returns true; if the entity instance is dead, it returns false.
Obtain entity name Get the name of the entity instance. entity: Specifies the name of which entity instance to get. Return the obtained name.
Obtain pet’s owner Get the owner of the entity instance. Pet: Specify the entity instance to get the owner. Return the acquired owner (entity instance). If the current entity instance has no owner, return the entity instance itself.
Set the angle of rotation around the Y axis of the entity (non-player) Set the angle of rotation of the non-player entity instance around the Y axis (ie, the yaw angle). (Non-player) entity: Specify the entity instance whose angle is to be set. Angle after rotation: Set the yaw angle of the entity instance. No return value
Remove buff by types Remove the buff of the specified type from the entity instance. entity: Specifies which entity instance’s buff is to be removed. Team: Whether to remove the buff of teammates at the same time. Buff: Specify the type of buff to be removed (specify a buff template, and all buff instances created based on the template will be removed). No return value

Block

Please note: block can only be used in block projects. If you do not find the functions mentioned below, please check whether your project is a block project.

Node Name Node description Parameter Return Value
Create Block Generate a block at the specified coordinate (regardless of whether there is a block at the coordinate).

block: Specify the block template based on which block instance is created. Map: Specify which map to generate the block on. region: Specify which region to generate the block in. Number of blocks: the number of blocks created.

No return value
Remove block Remove the block at the specified coordinates. No return value
Create blocks randomly in the region Create a block at a random location in the specified region. When multiple blocks are createdmay be randomly generated to the same location. block: Specify the block template based on which block instance is created. Map: Specify which map to generate the block on. region: Specify which region to generate the block in. Number of blocks: the number of blocks created. No return value
Create blocks randomly and without repetition in the area Create a block at a random location in the specified region. When multiple blocks are created ** will not be randomly generated to the same location**. block: Specify the block template based on which block instance is created. Map: Specify which map to generate the block on. region: Specify which region to generate the block in. Number of blocks: the number of blocks created. No return value
Replace the block in the region Replace the specified block in the region with another block. Replaced block: Specify the type of block to be replaced (specify a block template, all block instances created based on the template will be replaced). Block after replacement: Specify which block to replace. Map: Specify which map block to replace. region: Specify which region block will be replaced. No return value
Fill region blocks Use a certain block to fill the specified region. block: Specify the type of block used for filling (specify a block template and create a block instance based on the block template). Map: Specify which map to fill in the block. Region: Specify which region block to fill. No return value
Remove region block Remove certain types of blocks in the region. Block Type: Specify which types of blocks to remove (specify a block template, all block instances created based on this template will be removed). You can click the + sign to add more block types.
Replace the blocks in the area with air Replaced certain types of blocks in the area with air blocks. Block type: Specify which types of blocks to remove (specify a block template, all block instances created based on the template will be removed), click the + sign to add more block types. Map: Specify a map. Region: Specify the region. No return value
Get the template ID of the block Get the template ID of the block at the specified coordinates. Map: The map where the specified coordinates are located. Coordinates: coordinates. Returns the block template ID obtained.
Add blocks to entity Add a certain block to the player’s backpack (not effective for non-player entities). entity: Specify which player to add the block to (specify the player entity instance). block: Which type of block to add to the player (specify the block template). Number: The number of blocks added. Block source: Specify the source of the block. No return value
Obtain coordinates of the block in front Search for a certain block in a certain range in front of the entity, and return the coordinates of the block if there is a block of that type in the range. entity: Specify the block in front of which entity to search. block: Specify which type of block to search for. Front distance: the length of the search range. Front height: the height of the search range. Return the coordinates of the block.

Part

Please note: Parts can only be used in non-block projects, if you do not find the functions mentioned below, please check whether your project is a non-block project.

Node Name Node description Parameter Return Value
Set the position of the part Set the coordinates of the part. Part: Specify the parts that need to be modified. Map: Set the map where the part is located. Position: Set the coordinates of the part. None
Get the position of the part Get the coordinates of the part. Part: Specify the part whose coordinates need to be obtained. Returns the coordinates of the part
Set the rotation of the part Rotate the part to change the orientation angle of the part. Part: Specify which part’s orientation to set. X axis: the rotation value of the part in the X direction of the world coordinate system. Y axis: the rotation value of the part in the Y direction of the world coordinate system. Z axis: the rotation value of the part in the Z direction of the world coordinate system. None
Set the size of the part Set the size of the part. Part: Specify which part size to set. X axis: the length value of the part in the X direction of the relative coordinate system. Y axis: the length value of the part in the Y direction of the relative coordinate system. Z axis: the length value of the part in the Z direction of the relative coordinate system. None
Get the size of the part Get the size of the part. Part: Specify which part needs to be obtained size information. Return the size of the part
Set the shape of the part Set the shape of the part. Part: Specify which part needs to be set in shape. Shape: select the desired part shape. None
Set the transparency of the part Set the transparency of the part. Part: Specify which part needs to be set with transparency. Transparency: Set the desired transparency of the part. None
Set the color of the part Set the color of the part. Part: Specify which part needs to be colored. Color: Set the desired color of the part. None
Set the material of the part Set the material of the part. Part: Specify which part needs to be set with material. Material: select the desired material of the part. None
Set the tile rate of the part material Set the tiling rate of the part material map. Part: Specify which part needs to be set with the texture map tiling rate. X axis: the number of textures on the X axis. Y-axis: The number of textures in the Y-axis direction. None
Set the linear velocity of the part Set the speed of the part. Part: Specify which part needs to be set speed. Speed: Set the speed of the part in the X-axis, Y-axis, and Z-axis directions. None
Set the angular velocity of the part Sets the angular velocity of the part. Part: Specify which part needs to be set angular velocity.
Velocity: Set the angular velocity of the part in the X-axis, Y-axis, and Z-axis directions.
None
Set the density of the part Set the density of the part. Part: Specify which part needs to be set density. Density: Set the desired density of the part. None
Set the elastic coefficient of the part Set the density of the part. Part: Specify which part needs to be set density. Density: Set the desired density of the part. None
Set the friction coefficient of the part Set the friction coefficient of the part. Part: Specify which part needs to be set with friction coefficient. Friction coefficient: Set the desired friction coefficient of the part. None
Get the linear velocity of the part Get the speed of the part. Parts: Specify which part needs to be acquired at a speed. Return the speed of the part
Get the angular velocity of the part Get the angular velocity of the part. Part: Specify which part needs to be acquired angular velocity. Return the angular velocity of the part
Get the density of the part Get the density of the part. Part: Specify which part needs to be obtained for density. Return the density of the part
Get the elastic coefficient of the part Get the elastic modulus of the part. Part: Specify which part needs to be obtained with the coefficient of elasticity. Return the coefficient of elasticity of the part
Get the friction coefficient of the part Get the friction coefficient of the part. Part: Specify which part needs to be obtained the coefficient of friction. Return the friction coefficient of the part
Set the collision of the part Set the switch state of part collision. Part: Specify which part needs to be controlled. Enable: Check to enable collision of parts. Return the boolean value of the collision switch
Set the gravity of the part Set the switch state of the part’s gravity. Part: Specify which part needs to be controlled. Enable: Check to enable gravity for the part. Return the boolean value of the gravity switch
Set the constraints of the part Set the switch state of part constraints (except merge constraints and merge all). Constraint: Specify which part the constraint needs to be controlled belongs to. Enable: Check the constraint and the constraint will take effect. Return the boolean value of the constraint switch
Get the constraints of the part Get the constraints contained in the part. Part: Specify which part the constraint is obtained from. Constraint name: Specify which constraint to get (the first one with the same name). Return the obtained constraints
Create part Create a new part. Name: The name of the part. Shape: The shape of the new part. Map: The map where the new part is located. Color: The color of the newly created part. Material: The material of the new part. Size: The size of the new part. Position: The coordinate position of the newly created part. Rotate around X axis: the angle of rotation of the new part relative to the X axis of the coordinate system. Rotate around Y axis: the angle of rotation of the newly created part in the Y axis of the relative coordinate system. Rotate around Z axis: the angle of rotation of the newly created part in the relative coordinate system Z axis. None
Destroy part Destroy part. Part: Specify which parts to destroy. None

Item

Node Name Node description Parameter Return Value
Add items to player Add some kind of item to the player’s backpack (not effective for non-player entities). entity: Specify which player to add item to (specify player entity instance). item: Which type of item to add to the player (specify an item template). Quantity: The number of items added. item source: Specify the source of the block. None
Consume Item Consume a certain item in the player’s backpack.

entity: Specify which player’s item to consume (specify player entity instance). item: the type of item consumed (specify the item template). Quantity: The number of items consumed. The source of the item: temporarily useless.

None
Create Item Create item to the map. item: Specify which item template to create an item based on. Quantity: When the player picks up the item, how many items will be added to the backpack. Coordinate: Specify where to generate item. Map: Specify which map to generate the item on. item existence time: how long the item will exist on the map, and it will disappear after the time expires. Auto-rotate: Set whether the item is automatically rotated on the map. Rotate around X axis: Set the rotation angle of item around X axis. Rotate around Y axis: Set the rotation angle of item around Y axis. None

Variable

Node Name Node description Parameter Return Value
Obtain entity variable Get the value of the entity variable of an entity instance. entity: Specify the variable value of which entity instance to get. Variable: Specify which variable to get the value of.
Variable: Specify which variable to get the value of.
Returns the current value of the variable.
Set entity’s variable Set the value of the entity variable of an entity instance. entity: Specify the entity instance to set the variable. Variable: Specify the variable to be set. Value: Specify the value of the variable.
Variable: Specify the variable to be set. Value: Specify the value of the variable.
No return value
Obtain global variable Get the value of a global variable. Variable: Specify which variable to get the value of. Returns the current value of the variable.
Set global variable Set the value of the global variable. Variable: Specify the variable to be set. Value: Specify the value of the variable. No return value
Obtain local variable Get the value of a local variable. Variable name: Specify the name of the local variable to be obtained. Returns the current value of the variable.
Set local variable Set the value of a local variable. Variable name: Specify the name of the local variable to be set. Value: Specify the value of the variable. No return value
Set array element Set the element of the specified index in the array. Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged. No return value
Add array elements Add an element to the end of the array. Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged. No return value
Insert array elements Insert the element at the specified index of the array. Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged. No return value
Remove array element Remove the element at the specified index in the array. Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged. No return value
Obtain array elements Get the element at the specified index in the array. Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged. Returns the value of the element at the specified index.
Obtain array length Get the length of the array (that is, how many elements are in the array). Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged. Returns the length of the array.
Index that obtains element based on value Get the index of a value in the array. Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged.
array: array.
Returns the index of the specified value in the array. If there is no such value in the array, it returns nil.
Decide whether an array has a certain value Determine whether a value is contained in the array. Variable type: optional global variable or entity variable. Array: Specify the array to be judged. Element value: Specify the element value to be judged. Return the judgment result. If the array contains the specified value, it returns true, otherwise it returns false.

Skill

Node Name Node description Parameter Return Value
Add skills to entity Add skills to the entity instance. entity: Specify which entity instance to add the skill to. Skill name: Specify the skill to be added (specify skill template).
Skill name: Specify the skill to be added (specify skill template).
No return value
Remove Skill Remove the skill of the entity instance. entity: Specifies the skill of which entity instance to remove. Skill name: Specify the skill to be removed (specify skill template). No return value
Add skill to all players Add skills to all player entity instances in the game. Skill name: Specify the skill to be added (specify skill template). No return value

AI Configuration

Node Name Node description Parameter Return Value
Enable AI Enable the AI function of the entity instance (only effective for non-players). entity: Specify the entity instance to enable AI. No return value
Close AI Turn off the AI function of the entity instance (only effective for non-players). entity: Specify the entity instance to close the AI. No return value

Interface

Node Name Node description Parameter Return Value
Set overhead text Set the text content displayed at the top of the entity instance. entity: Specify the entity instance to set the head text. Horizontal position: Set the horizontal position of the head text, the value range is -2 ~ 2, the leftmost is -2, and the rightmost is 2. Vertical Position: Set the vertical position of the head text, the value range is -3 ~ 1, the bottom is 1 and the top is -3. Top text: text content. No return value
Display Tips Display text prompts on the player’s screen (not effective for non-player entities). entity: Specify the playerentity instance.

Content: Text content.

No return value
Open shop Display the shop interface on the player’s screen (not effective for non-player entities). Units: Specify which store to displayplayerentity instance. No return value
Display system dialog Send a system dialogue in the chat message (not effective for non-player entities), the system dialogue can only be seen by the sender. entity: The playerentity instance. No return value
Display dialog Display the dialogue interface on the player’s screen (not effective for non-player entities). entity: Specify the playerentity instance. No return value

Map

Node Name Node description Parameter Return Value
Create map Create a map instance based on the map template (the difference with the copy is that if there is no player in the map, the map instance will not be automatically destroyed). Map template: Specify which map template to create a map instance based on. Return the created map instance.
Create instance Create a copy instance based on the map template (the difference with the map is that if there is no player in the copy, the copy instance will be automatically destroyed). Map template: Specify which map template to create a copy instance based on. Return the created copy instance.
Determine whether the coordinates are in a region Determine whether a certain coordinate is in the specified region. Coordinates: Specify the coordinates to be judged. region: Specify the region to be judged. Return the judgment result. If the coordinate is in the specified region, it returns true, otherwise it returns false.
Enter map Transfer the specified entity instance to a map. Map: Specify which map the entity instance will be transferred to. entity: Specify the entity instance to be transferred. Coordinate: Which coordinate of the map to send the entity instance to. Rotate around Y axis: set the angle of entity instance around Y axis (0 is the direction of positive Z axis, positive value is clockwise rotation, negative value is counterclockwise rotation). Rotate around Z axis: Set the rotation angle of the entity instance around the Z axis. No return value
Obtain entity’s map Gets which map instance (including copy instance) the entity instance is currently in. entity: Specify the entity instance to get the map. Return the obtained map instance.
Obtain player map Obtain the time elapsed playerentity instance currently in. entity: Specifies the player entity instance for which the map is to be obtained. Return the obtained map instance.
Obtain random coordinates in the region Randomly pick a coordinate from the specified region and return the coordinate. Selection: Specify the range of the region. Returns the random coordinate value.
Enter instance Transfer the specified entity instance to a copy. Copy map name: Specify which map or copy the entity instance will be transferred to. entity: Specify the entity instance to be transferred. Coordinate: Which coordinate of the map to send the entity instance to. Rotate around Y axis: set the angle of entity instance around Y axis (0 is the direction of positive Z axis, positive value is clockwise rotation, negative value is counterclockwise rotation). Rotate around Z axis: Set the rotation angle of the entity instance around the Z axis. No return value
Leave instance Move the entity instance out of the copy (the entity instance will be moved to the position before entering the copy). entity: Specifies the entity instance to be removed from the copy. No return value
Move all player in the current map to another Move all player in one map to another map. Current map: Specify which map the player will be moved. Target map: Specify the target map. Coordinates: Specify which coordinates to move the player to on the target map. No return value
Get the default map based on the template Obtain the map instance created by default according to the map template (when creating a new map template, a corresponding map instance will be automatically created). Map template: Specify a map template. Return the obtained map instance.

Game

Node Name Node description Parameter Return Value
Game Over After the end of the game, after a period of delay, all players will be kicked out of the game room and the game room will be closed automatically. When this node is executed, the “when the entity ends the game” event of all entity instances will be triggered. No parameters No return value
Obtain passed game time Obtain the time elapsed from the official start of the game to the present (the time in the matching phase and preparation phase will not be counted). No parameters Returns the elapsed time from the official start of the game to the present, unit is frame (20 frames = 1 second).

Logic

Node Name Node description Parameter Return Value
Integer Operation Operate on two integers and return the result of the operation. Numerical 1: The first value of the operation. Operator: operation method, support addition, subtraction, multiplication, division, and remainder. Numeric 2: The second value of the operation. Return the result of the operation.
Decimal Operation Operate on two decimals (compatible with integers) and return the result of the operation. Numerical 1: The first value of the operation. Operator: operation method, support addition, subtraction, multiplication, division, and remainder. Numeric 2: The second value of the operation. Return the result of the operation.
Compare Value Determine the size of the two values and return the result of the judgment. Value 1: The first value to be judged. Operator: Judging conditions, supports greater than, less than, equal to, not equal to, greater than or equal to, and less than or equal to. Value 2: The second value for judgment. Return the judgment result. If the relationship between the two values meets the judgment condition, it returns true, otherwise it returns false.
Calculate random numbers Get a random integer from the specified range. Minimum value: the upper limit of the random range. Maximum value: the lower limit of the random range. Returns a random integer.
Round down Round down the decimal (only keep the integer part of the decimal, discard the decimal part), and return the value. Numerical value: The numerical value for calculation. Returns the calculated value.
Round up Round up the decimal (if the value has a decimal part, discard the decimal part, and the integer part +1), and return the value. Numerical value: The numerical value for calculation. Returns the calculated value.
Trigonometric operation Perform trigonometric operations and return the result of the operation. Operator: sin, cos, tan can be selected. Angle: The angle value for trigonometric operation. Return the result of the operation.
Logical Operation Perform Boolean operations on two Boolean values. Operator: operation mode, you can choose “and”, “or”. Boolean 1: The first parameter of the operation. Boolean value 2: The second parameter of the operation. Return the result of the operation.
Negate Invert the Boolean value and return the result of the operation. Parameter: the parameter value to be inverted. Return the result of the operation. If the parameter value is true, it returns false; if the parameter value is false, it returns true.
Execute all action nodes Execute all the action nodes connected to this node in order from top to bottom. Action node list: Specify the sequence of nodes to be executed. None
Sequence Execute the node sequence from top to bottom. If one of the nodes returns false, the execution sequence will be interrupted and exited (other nodes behind the node will no longer be executed). If one of the child nodes returns false, it returns false, otherwise it returns true.
If one of the child nodes returns false, it returns false, otherwise it returns true.
Action node list: Specify the sequence of nodes to be executed. If one of the child nodes returns false, it returns false, otherwise it returns true.
Selector Execute the sequence of nodes from top to bottom. If one of the nodes returns true, the execution sequence is interrupted and exited (other nodes behind the node are no longer executed). If one of the child nodes returns true, it returns true, otherwise it returns false.
If one of the child nodes returns true, it returns true, otherwise it returns false.
Action node list: Specify the sequence of nodes to be executed. If one of the child nodes returns true, it returns true, otherwise it returns false.
If_else Add a condition for judgment, and the condition will be judged from top to bottom during execution. If the condition is met, the node sequence when the condition is met is executed, and the judgment will not continue; if the condition is not met, the judgment will continue. Condition sequence: Condition sequence. None
Conditional judgment When the condition is met (that is, the return value of the node connected to the condition parameter is true), the specified node sequence is executed. Condition: Specify the condition used for judgment. Action node list: Specify the sequence of nodes to be executed each cycle. Return the conditional branch, which can only be connected with the “If_else” node.
Loop Execution Number of cycles: the number of cycles executed. Local variable: Specify the name of the local variable (you can get the local variable through the “Get Local Variable” node), the local variable indicates how many times it has looped. Action node list: Specify the sequence of nodes to be executed each cycle. None
For Loop Execute the specified node sequence in a loop. Need to specify the start value, end value and step length of the loop variable. When the value of the loop variable >= the end value, the loop will be terminated. Start: the start value of the loop variable. End: the end value of the loop variable (when the value of the loop variable >= the end value, the loop is terminated). Step length: refers to the value that the loop variable increases after each loop. Local variable (current number of steps): Specify the name of the local variable (you can get the local variable through the “Get Local Variable” node), the local variable indicates how many times it has looped currently. Action node list: Specify the sequence of nodes to be executed each cycle. None
Iterate over the array Traverse the specified array and loop through the specified sequence of nodes. The number of loop executions = the length of the array. Local variable: Specify the name of the local variable (you can get the local variable through the “Get Local Variable” node), the local variable represents the array element currently traversed. Array: Specify the array to be traversed. Action node list: Specify the sequence of nodes to be executed each cycle. None
Start the counter At intervals of time, the specified node sequence is executed. Interval: After each execution of the node sequence, how long does it take to execute the next time. Number of times: the number of loop executions. Timer name: Specify the name of the timer as the unique identifier of the timer. entity: Specify the entity instance mounted by the timer. If no entity instance is specified, it will be mounted under the game global. Action node list: Specify the sequence of nodes to be executed each cycle. None
Close the counter Turn off the timer with the specified name. Timer name: Specify the name of the timer to be turned off. None
Break It only takes effect under the node of loop execution (such as “loop execution”, “For loop”, “traversal array”, “timer” and other nodes). When the execution reaches this node, the current loop will be exited. None
While loop When the condition is met (that is, when the condition is true), the loop executes the specified node sequence; when the condition is not met (that is, when the condition is false), the loop is exited. Condition: Specify the condition used for judgment. Action node list: Specify the sequence of nodes to be executed each cycle. None
Calculate Coordinate Calculate the three-dimensional coordinates and return the result of the calculation. Value 1: The first parameter of the calculation. Operator: operation method, support addition and subtraction. Value 2: The second parameter of the calculation. Return the result of the operation.
Get the distance between two positions Get the distance between two coordinates. Coordinate 1: One of the coordinates used to calculate the distance. Coordinate 2: One of the coordinates used to calculate the distance. Returns the distance between two coordinates.
Get the square of the distance between two positions Get the square of the distance between two coordinates (usually used to compare distances, which can save computation). Coordinate 1: One of the coordinates used to calculate the distance. Coordinate 2: One of the coordinates used to calculate the distance. Returns the square of the distance between two coordinates.
Compare String Compare whether the two strings are consistent, and return the comparison result. String 1: The first string used for comparison. String 2: The second string used for comparison.
String2: The second string used for comparison.
Return the comparison result. If the two strings are exactly the same, it returns true, otherwise it returns false.
Combine String Combine two strings into one string, and return the combined string. String 1: The first string used for merging. String 2: The second string used for merging. Return the combined string.
Judge whether it is blank Check whether a value is empty (nil) and return the result of the judgment. Value: Specify the value used for judgment. Return the judgment result. Returns true if the specified value is empty, otherwise returns false.
Convert the value to the character string Convert the value of numeric type to string type. Numerical value: Specify the numerical value to be converted. Returns the converted string.
Judge whether the entity is valid Determine whether an entity instance exists. entity: Specifies the entity instance to be judged. Team: Specify the ID of the team to make judgments. Return the judgment result. If the entity instance exists, it returns true; if the entity instance has been destroyed, it returns false.

debugging

Node Name Node description Parameter Return Value
Output Log Print the log to the server console. Log content: Specify the log content to be printed. No return value

Pet

Node Name Node description Parameter Return Value
Create Pet Create a pet for the player (not valid for non-player entity), and return the pet’s index value. Owner: Assign to which player entity instance to create a pet. Pet: Specify which entity template to create a pet based on. Display: Set whether to display pets on the map by default. Map: Specify which map the pet is displayed on. Coordinate: Specify which coordinate the pet is displayed at. Returns the index value of the pet (the index value is the unique identifier of the pet and is used to index the pet).
Obtain pet Get the pet entity instance according to the index value. Owner: Specify which player entity instance’s pet to get. Index: Specify the index value of the pet. Returns the pet entity instance.
Display pet Show pets on the map. Owner: Specify the owner of the pet (specify a player entity instance). Index: Specify the index value of the pet to be released. No return value
Hide pet If the pet is displayed on the map, it will be hidden. Owner: Specify the owner of the pet (specify a player entity instance). Index: Specify the index value of the pet to be released. No return value
Change the pet template Replace the template of the pet entity instance with another one. Owner: Specify the owner of the pet (specify a player entity instance). Index: Specify the index value of the pet to be released. Returns the pet entity instance.
Add entity as a pet Set a non-player entity instance as a pet. Owner: Specify the owner of the pet (specify a player entity instance). Index: Specify the index value of the pet to be released. Returns the index value of the pet (the index value is the unique identifier of the pet and is used to index the pet).
Remove pet Dissolve the pet relationship of the pet entity instance (only dissolve the pet relationship, not destroy the entity instance). Owner: Specify the owner of the pet (specify a player entity instance). Index: Specify the index value of the pet to be released. Returns the pet entity instance that has been dismissed.

team

Node Name Node description Parameter Return Value
Add buff to team Add buffs to all entity instances in the team. Team Id: Id of the team. Buff: Specify the type of buff to be removed (specify a buff template, and all buff instances created based on the template will be removed). No return value
Remove team’s buff Remove a certain type of buff from all entity instances in the team. Team Id: Id of the team. Buff: Specify the type of buff to be removed (specify a buff template, and all buff instances created based on the template will be removed). No return value
Obtain entity team Get the ID of the team of an entity instance. entity: Specifies which entity instance team to obtain. Returns the ID of the team where the entity instance is located. If the entity instance does not join any team, 0 is returned.
Set entity’s team Add an entity instance to the specified team. entity: Specify the entity instance of the team to be set. Team: Specify the ID of the team to join. No return value
Determine whether the entity is in a certain team Determine whether an entity instance is in the specified team. entity: Specifies the entity instance to be judged. Team: Specify the ID of the team to make judgments. Return the judgment result. If the entity instance is in the team of the specified team, it returns true, otherwise it returns false.
Get all entities in the team Get all entity instances in a team. Team ID: The ID of the team whose entity instance is to be obtained. Returns all the acquired entity instances in the form of an array, and the array elements are entity instances.
Get the name of the team Get the name of the team. Team ID: The ID of the team to get the name. Returns the name of the specified team.
Set the name of the team Set the name of the team. Team ID: The ID of the team whose name is to be set. Team name: The name of the team. No return value