Important Nodes
GetLastEventDataAction
Important node to inject text to the node flow (used to get results from longer running operations). You can find the latest EventIds in the Behaviors Spoonfeed Button Dialog.
Here are some common used ones:
- 1:AI_TEXT_GENERATED
- 14:AI_TEXT_GENERATED_FINISHED
- 17:NEW_CONVERSATION
- 21:MCP_TEXT_RESULT - The result of a McpAction
- 23:AI_SENTENCE_GENERATED
- 24:AI_TOKEN_GENERATED - Tell you AI char to produce tokens like {{Test}} in certain situations. This event will trigger each time your Pal generates this token.
e.g. Specify in your AI Char's template to end the game with {{GameOver}}. You can then use this event in combination withOpenModalActionto display that the game is over. - 25:AI_EMOTION_DETECTED - Use it to retrieve the result from a
ClassifyEmotionAction - 26:AB_BEHAVIOR_EVENT - You can trigger this event manually with the help of a Custom Action Button
- 28:AI_MESSAGE_COMPLETED
- 30:AI_NEW_MESSAGE
- 31:NEW_USER_MESSAGE
GetDynamicTokenAction
Retrieves the text from a dynamic token that was set via SetDynamicTokenAction. You can use it to share information with your AI Pal or display tokens in the note panel (or as general text).
e.g. Set the mood of your pal via random dice throw → Set a dynamic token {{Mood}} via behavior. You can then use this token in your AI Char's Template ({{Mood}} will automatically get replaced by its text content).
McpAction
An AI Char can automatically call a Tool. But, you can also call tools via this Node. You can then retrieve the result of that call via GetLastEventDataAction.
SetPalAvatarByTagAction
Change the displayed Image Avatar by using Bundles and Tags
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