NODES

Economy Node

Manages currency flow

Economy nodes add or remove currency from your economy. They support two flow types: Source (adds currency) and Sink (removes currency). Amounts can be fixed or randomized, and sink nodes can optionally check if enough currency is available before processing.

Economy Source Node
Economy Source Node

Source

Adds currency to the economy. Use when players earn resources, complete quests, or receive rewards.

Economy Sink Node
Economy Sink Node

Sink

Removes currency from the economy. Use when players spend resources, purchase items, or pay costs.

Economy Sink Node with Condition
Economy Sink Node with Condition

Sink with Condition

Removes currency only if enough is available. Routes to success (TRUE) when currency is sufficient, or failure (FALSE) when insufficient.

Example

Economy Node Example
Economy Node Example

Connectors

1
Inputs
Standard
1 - 2
Outputs
StandardTRUEFALSE
TRUE: When sink has condition and enough currency is available. FALSE: When sink has condition and not enough currency.

Inspector Fields

Each field below is available on this node in the inspector.

FieldTypeDescription
Name
string

The display name of the node

Any string value

Flow Type
string

Determines whether the node adds (Source) or removes (Sink) currency

Currency
CURRENCY

The currency to add or remove. Required for the node to function

Amount
string

Amount mode: Absolute uses a fixed value, Range uses random between min and max

Amount (Absolute)
numberVARIABLE

Fixed amount value (number or variable reference like {{variableName}}). Only shown when Amount mode is Absolute

Amount Min
numberVARIABLE

Minimum amount value (number or variable reference). Only shown when Amount mode is Range

Amount Max
numberVARIABLE

Maximum amount value (number or variable reference). Only shown when Amount mode is Range

Has Condition
boolean

When enabled (sink nodes only), checks if enough currency is available before processing. Only available when Flow Type is set to Sink.

Trigger Timer
boolean

When enabled, this node will start a selected timer when it executes

Timer
string

The timer node to trigger. Timer must be on the same layer