Relationship System

v1.1.0

GC2 Integration

Complete reference for all visual scripting Instructions, Conditions, and Events.

Overview

The Relationship System integrates fully with Game Creator 2 visual scripting. Use Instructions to modify state, Conditions to check state, and Events to react to changes.

27
Instructions
14
Conditions
12
Events
All components are found under Relationship System/ in GC2 menus. Items marked with NEW were added in v1.1.

Instructions

Instructions modify relationship state. Use them in Triggers, Actions, and other GC2 components.

InstructionCategoryDescription
Modify RelationshipRelationshipsAdd or subtract from relationship value
Modify Relationship (Definition)RelationshipsModify a specific definition-scoped dimension
Set RelationshipRelationshipsSet relationship to specific value
Set Opinion (Directional)RelationshipsSet A→B for asymmetric definitions
Lock RelationshipRelationshipsPrevent relationship changes
Unlock RelationshipRelationshipsAllow relationship changes again
Set Relationship LevelRelationshipsSet relationship to specific level threshold
Reset RelationshipRelationshipsReset to starting value
Clear All RelationshipsRelationshipsRemove all relationships for entity
Copy RelationshipRelationshipsCopy relationship from one pair to another
Add To FactionFactionsAdd entity to faction
Remove From FactionFactionsRemove entity from faction
Broadcast To FactionFactionsModify all faction member relationships
Set Faction RelationshipFactionsSet faction-to-faction relationship
Set Faction Inheritance RateFactionsChange inheritance rate at runtime
Add Relationship ModifierModifiersAdd a temporary buff/debuff
Remove Relationship ModifierModifiersRemove modifier by ID or source
Clear All ModifiersModifiersRemove all modifiers for a relationship
Set Relationship CapNEWCapsAdd a min/max value cap
Remove Relationship CapNEWCapsRemove a cap by ID
Clear All CapsNEWCapsRemove all caps for a relationship
Set Diplomacy StateDiplomacySet faction diplomacy state
Transition Diplomacy StateDiplomacyControlled state transition
Create Runtime FactionRuntime FactionsCreate dynamic faction at runtime
Dissolve Runtime FactionRuntime FactionsDissolve a runtime faction
Refresh Relationship ViewNEWUIForce a UI view to refresh
Show NotificationNEWUITrigger a relationship notification popup

Cap Instructions (v1.1)

New instructions for managing relationship caps via visual scripting:

// Set Cap instruction parameters:
// - Entity A: Player
// - Entity B: Merchant Guild
// - Definition: (optional) Trust
// - Cap ID: "guild_gate"
// - Min Value: (unchecked)
// - Max Value: 50

// Remove Cap instruction parameters:
// - Entity A: Player
// - Entity B: Merchant Guild  
// - Cap ID: "guild_gate"

Conditions

Conditions check relationship state. Use them in Triggers, Branches, and prerequisite checks.

ConditionCategoryDescription
Is Relationship At LevelRelationshipsCheck if relationship is at specific level
Relationship Value (Compare)RelationshipsCompare value with threshold (>, <, ==, etc.)
Has RelationshipRelationshipsCheck if relationship exists
Is Relationship LockedRelationshipsCheck if relationship is locked
Is Faction MemberFactionsCheck if entity belongs to faction
Is Same FactionFactionsCheck if two entities share a faction
Has Faction RelationshipFactionsCheck if factions have relationship
Has Active ModifierModifiersCheck if modifier is active
Modifier Count (Compare)ModifiersCompare number of active modifiers
Is At Cap (Min)NEWCapsCheck if relationship is at min cap
Is At Cap (Max)NEWCapsCheck if relationship is at max cap
Has CapNEWCapsCheck if cap exists for relationship
Is Diplomacy StateDiplomacyCheck current diplomacy state
Allows TravelDiplomacyCheck if diplomacy allows faction travel

Cap Conditions (v1.1)

Use cap conditions to check if players have hit progression gates:

// Example: Show hint when player hits cap
Trigger: On Relationship Changed
├─ Condition: Is At Cap (Max)
│  ├─ Entity A: Player
│  ├─ Entity B: Merchant Guild
│  └─ Returns: true when at max cap
└─ Actions:
   └─ Show Dialogue: "Join the Guild to improve relations further!"

Events

Events trigger when relationship state changes. Attach them to Triggers for reactive gameplay.

EventCategoryDescription
On Relationship ChangedRelationshipsFires when any relationship value changes
On Level ChangedRelationshipsFires when relationship crosses level threshold
On Relationship CreatedRelationshipsFires when new relationship is established
On Modifier AddedModifiersFires when modifier is added
On Modifier RemovedModifiersFires when modifier is removed
On Modifier ExpiredModifiersFires when modifier expires naturally
On Cap ReachedNEWCapsFires when relationship hits cap boundary
On Cap AddedNEWCapsFires when cap is registered
On Cap RemovedNEWCapsFires when cap is removed
On Faction JoinedFactionsFires when entity joins faction
On Faction LeftFactionsFires when entity leaves faction
On Diplomacy ChangedDiplomacyFires when diplomacy state changes

On Cap Reached Event (v1.1)

React when players hit cap boundaries:

// Example: Sound + VFX when hitting cap
Trigger: On Cap Reached
├─ Filter: Entity B = "Merchant Guild"
└─ Actions:
   ├─ Play Sound: "cap_reached.wav"
   ├─ Spawn VFX: Barrier particles
   └─ Show UI: Cap warning tooltip