Brains & Bodies
by @wfbcargoOne tab, two postures, and everything in your world starts thinking. STAGE is out in the scene with your hands on the bodies: a shelf of behaviours — Wander, Patrol, Guard Post, Follow, Flee, Watch — beside a grid of characters, both picked up the same way.
Get opens your newest game with this mod ready to add.
- Games
- Used in 9 games
- Version
- 1.5.0
- Updated
About this mod
One tab, two postures, and everything in your world starts thinking. STAGE is out in the scene with your hands on the bodies: a shelf of behaviours — Wander, Patrol, Guard Post, Follow, Flee, Watch — beside a grid of characters, both picked up the same way. Take a card, click any body in the world, and a crate becomes a patrolling guard: brain, stats, gear and tags land together, no navmesh, no physics body, no setup. Under them the live roster reads every body in the place at a glance — health, which brain steers it, who it is about, and what it is about to do next — with tag chips you can flip to switch a body's team in one click, a pin so your edits leave it alone, and a click to fly the camera to it. BENCH is at the table making the things bodies use: five tables — stats, equipment, abilities, effects, characters — and one row editor generated from each table's own fields, where conditions and ability steps compose from dropdowns and number chips instead of a text area. Duplicate any row, extend it so a family of six goblins is six files of four lines, or describe what you want in plain words at the foot of the panel and get a real row back, grounded in the stats and effects your game already has. Select a brained body in god mode and its own strip carries the category doors — Speed, Path, Target, Sight — with every knob the brain published, a target to pick, a route to pin point by point, a home to move, and a by-tag hunt so a body can be about anything blue instead of one named thing. It all sticks: brains, targets, routes and every table edit are written into your world, still there after a reload. If alt + right-click is the gesture your hands already know, that still lands a card too — the plain click is just the one nobody has to be told. Under all of that is the CHARACTER KIT — the other half of the mod, and what a body is made of once a brain is steering it. Stats run one pipeline (base + growth + flat, then percent, then clamp) so health, speed, damage and a crit chance are the same kind of thing. Modifiers make gear and buffs one mechanism: a sword, a potion, a speed pad and being on fire are all a { stat, mode, value } row, worn or timed. Equipment has sockets and allowlists — by slug or by tag — and can grant abilities as well as numbers. Abilities are DATA, not scripts: a condition built from dropdowns and number chips, a list of verbs for what it does (damage, heal, apply an effect, spend, spawn, knock back), a cost, a cooldown and a range. An arbiter scores every candidate every beat and runs the winner, so nothing here waits on a keypress. And targeting is by TAG, so a body can be about anything blue that isn't wrecked instead of one named thing — which is also how teams work. Five tables, five floors, and you never see the floor above the one you are standing on: drop a character on a crate and it fights; change its numbers; swap its gear; build an ability without code; and when you finally want the engine itself, a single step takes a script file. Drop-a-character simple at the front, no ceiling at the back. And now every body SAYS WHAT IT IS DOING, in words anything can wire to. Ninety-four verbs — walking, chasing, aiming, reloading, taking-cover, downed — grouped into life, locomotion, intent, perception, combat and social, kept as data you can read and extend. A body wears a SET of them at once, because "moving + searching + alert" is one honest answer, and it publishes that set three ways in the same breath: engine tags (doing:aiming) so api.query finds every body aiming anywhere in your world, one state row with the why — which target, how long — and a kit:doing event on every change, so an animation or a sound binds to the EDGE and fires the moment the verb arrives. That is the whole point: drop a marksman into your own game, hang a clip and a gunshot off what it is DOING, and never open the brain. Swap the brain later and your wiring still fires.
