Behavior Tree & Dialogue Graph
Wire how an NPC senses, decides, and speaks.
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
| Trigger | Line | Condition |
|---|---|---|
| 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).