Behavior Tree & Dialogue Graph

Wire how an NPC senses, decides, and speaks.
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Behavior treeDialogue graphMemory
Ghost Nurse · behavior tree

Decision flow drag to reorder

① Sense → player within 8m?
condition→ Pursue
② Check memory → abandoned me before?
condition→ Hostile branch
③ Pursue (hostile) → +20% speed
actionaggression range:55
④ Lost player → return to last-seen
actiongrudge decay: slow
Dialogue branches
TriggerLineCondition
First sight"You came back…"always
Player fled before"You left me here."memory.abandoned = true
Low health"Stay. Please."player.hp < 30
🤖 Memory-driven dialogue ("you left me") is the differentiator — but it stores player history, so the retention window is age-tier gated (counsel-confirmed per tier).