Quick Start
Your First Flow
Build a branching dialogue that reacts to character stats.
Flows are where your narrative comes to life. In this guide you will build a short dialogue that branches based on the character sheet from the previous guide.
Create the flow
Select Flows in the sidebar and click New Flow. Rename it to “Tavern Encounter”.
The canvas opens with an Entry node already placed – this is where execution begins.
Add a dialogue node
Click the Add Node button in the top-right toolbar and select Dialogue. A new node appears on the canvas.
Connect the Entry node’s output to the Dialogue node’s input by dragging from one port to the other.
Select the Dialogue node and type the NPC’s line directly on the node (double-click or press E to start inline editing):
“You look like you’ve been through a lot, traveler.”
Add a condition
Add a Condition node from the toolbar and connect it after the Dialogue node.
Select the Condition node and click the settings icon in its floating toolbar (or press E) to open the Condition Builder panel:
-
Select the variable
mc.jaime.health - Set the operator to Greater than
-
Enter the value
50
The Condition node now has two outputs: True and False.
Branch the conversation
Add two more Dialogue nodes and connect them to the Condition outputs:
- True output – “Ah, you seem in good shape! What can I get you?”
- False output – “You’re barely standing! Sit down, I’ll bring a healing potion.”
Add an Exit node after each dialogue to end the flow.
Test with the debugger
Click the Debug button in the top-right toolbar (or press Ctrl+Shift+D) to open the debug panel at the bottom of the canvas.
The debug panel has three tabs:
- Console – shows the execution output as it happens
- Variables – displays all project variables and their current values
- History – a step-by-step log of visited nodes
Click Step (or press F10) to advance through nodes one at a time. The variable panel shows mc.jaime.health = 100. Since 100 > 50, the flow takes the True path.
Try changing the Health value to 30 on the character sheet and running the debugger again – the flow will take the False path instead.
Available node types
The flow editor supports these node types, all available from the Add Node dropdown:
| Node | Purpose |
|---|---|
| Entry | Starting point of the flow |
| Exit | Ends the flow (terminal, continue to another flow, or return to caller) |
| Dialogue | Character speech with optional responses, speaker, audio, and stage directions |
| Condition | Branches based on variable conditions (boolean or switch mode) |
| Instruction | Modifies variable values (assignments) |
| Hub | Named merge point that Jump nodes can target |
| Jump | Jumps execution to a Hub node |
| Slug Line | Screenplay-style scene heading (INT/EXT, location, time of day) |
| Subflow | Embeds another flow as a reusable sub-routine |