Instructions (12)
| Group | Instruction | Effect |
|---|---|---|
| Biomes | Unlock Biome | Unlocks a biome; the barrier despawns and On Biome Unlocked fires |
| Biomes | Lock Biome | Re-locks a biome; barriers respawn and On Biome Locked fires |
| Biomes | Force Enter Biome | Applies a biome's environment/weather/audio without zone entry |
| Weather | Set Biome Weather | Transitions to a specific weather profile (stops any schedule) |
| Weather | Cycle Weather | Steps Next/Previous through the controller's Available Profiles |
| Weather | Set Weather Table | Starts scheduled weather from a table; empty table stops it |
| Requirements | Grant Requirement | Grants a requirement token to the player's database |
| Requirements | Revoke Requirement | Removes a granted token |
| Discovery | Mark Biome Discovered | Reveals a biome without a visit (e.g. bought a map) |
| UI | Show Biome Notification | Shows the toast UI for a biome |
| UI | Refresh Progress | Refreshes / retargets the requirement progress panel |
| UI | Show Compendium | Shows, hides or toggles the biome compendium panel (1.1) |
Conditions (7)
| Group | Condition | True when… |
|---|---|---|
| Biomes | Is In Biome | True while the target is inside the given biome |
| Biomes | Is Biome Locked | True while the biome is locked |
| Biomes | Has Tag | True when the current biome carries the given tag |
| Weather | Current Weather Is | True when the active weather matches a WeatherType |
| Requirements | All Requirements Met | True when a biome's requirement set is satisfied |
| Requirements | Has Requirement | True when the player holds a given token |
| Discovery | Is Biome Discovered | True when the biome has been discovered |
Properties (4)
Property getters plug into any GC2 field — print the biome name into dialogue, drive a variable from unlock progress, show the discovery count in a stats screen.
| Property | Returns |
|---|---|
| Current Biome Name | Display name of the biome the target is in (empty in the wilderness) |
| Current Biome ID | GUID of the current biome |
| Unlock Progress | 0–1 progress toward a biome's unlock (granted / total requirements) |
| Discovered Count | Number of discovered biomes |
Triggers (5)
Triggers are drag-and-drop components carrying a GC2 instruction list — no event wiring needed.
| Trigger | Fires |
|---|---|
| On Biome Enter | Fires when a zone is entered (optional biome filter) |
| On Biome Exit | Fires when a zone is left |
| On Biome Unlocked | Fires when a biome unlocks (grant cascade or instruction) |
| On Biome Locked | Fires when a biome is re-locked |
| On Weather Changed | Fires on weather profile changes (optional WeatherType filter) |
Memories — Save & Load (3)
Add GC2 Remember components with these memories and the standard Save/Load instructions persist everything:
- Biome Requirements — the player's granted token set (next to RequirementDatabase)
- Biome Unlocks — the unlocked biome set (next to BiomeManager)
- Biome Discovery — discovered biomes and visit counts (next to BiomeDiscoveryDatabase)
Common Patterns
Quest reward opens a region
Quest completion Actions → Grant Requirement (the region's token). The unlock cascade does the rest — barrier down, toast up.
Ambush only in the swamp at storm
Spawner condition: Is In Biome (Swamp) AND Current Weather Is (Storm).
Completion reward
On Biome Enter → compare Discovered Count against the total → grant an achievement when the whole map has been explored.
Story lockdown
A cutscene runs Lock Biome on the city district and Revoke Requirement for its pass — the player is physically walled out until the arc resolves.