https://cursey.github.io/reframework-book/bhvt_editor/bhvt_editor.html
Saving/Loading of Trees at Runtime
✅ Supported Tree Objects
- Actions (including custom Lua code)
- Conditions (including custom Lua code)
- Transition Events (including custom Lua code)
✅ Supported Fields/Properties
- Most primitive types (ints/enums/floats/etc...)
- System.Guid
- via.vec2/3/4
❌ Not (yet) Supported Fields/Properties
- Arrays/Lists (System.Array/System.Collections.Generic.List.*)
- Pointers to other managed objects
- Unknown ValueTypes
### 🕘 Coming Soon Added
- Saving/loading of new nodes (enlarging/
shrinkingthe node array)
Lua Driven Objects
These objects can be hooked to provide extended functionality that did not exist in the base game using Lua.
Optionally, dummy versions of them can be inserted to have completely unique functionality that is ran within Lua.
✅ Supported Tree/Node Objects
- Actions
start- Ran every time the node is ran, once
update- Ran every frame that the node is active
end- Ran every time the node ends/transitions to another state, once
- Conditions
evaluate- Ran every frame that the node is active, returning
truecauses the node to transition into the condition's associated state
- Ran every frame that the node is active, returning
- Transition Events
execute- Ran for specific transitions into another state, once
- Multiple transition events can run during a single transition
Examples
The UI
sdfgsdfh.mp4
Experimenting with recreating Vergil's Moveset in MHR
asdfasdfa.mp4
Using Lua driven condition evaluators to run on-hit effects for all child nodes
charge.mp4
Using Lua driven condition evaluators to dynamically adjust the game speed on hit and play on hit effects
slowdown.mp4
Adding custom actions/effects to specific nodes
action.adding.mp4
Thanks
To the imnodes developers for creating the library for rendering the nodes & graph.