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How to create Complex Creation

This guide explains how to create Complex Creations, including:


  • Skills
  • Skill Management
  • Autonomous Logic Parameter Settings
  • Creation Status Decision Node Graphs
  • Creation Status Node Graphs
  • Example with a downloadable asset


Basic vs. Complex Creation explanation


Basic Creations come with built-in configurations and predefined behavior. Their customization options are limited.


Complex Creations, on the other hand, must be configured manually. You define everything — from size and skills to combat behavior and AI logic. This provides much greater flexibility but requires additional configuration.

1. Complex Creation Skills


To create a Skill you need to go to Combat Preset → Skill → Creation Custom Skill → + Skill. In the Add Creation Skill pop-up window, configure:

  • Creation Skill Name
  • Creation Skill Category
  • Creation Skill Type
  • Creation Skill Primary Model

Skill Creation

To create the Creation Skill Node Graph:

MW Sandbox → Window → Client Node Graph Resource Explorer → Creation Skill Node Graph folder

Skill Node Graph location

1.1. Available Skill Types


There are two skill types:

1. Creation Instant Skill

Starts and ends immediately


2. Creation Normal Skill

Similarly to a character skill, but you can configure only animations, node graphs, VFX and creation orientation.

Skill Types

Normal Skill's Animation Editor

1.2. General Configuration


You can configure the following options:

  • Can interrupt other skills
  • Automatically Face Target (For more dynamic orientation control, use the event "Set Creation Orientation" in the Status Track inside the Skill Animation Editor)
  • Continue casting after defeating the target
  • Cast skill when target is reachable
  • Cast skill when target is unreachable

Skill's general configuration

2. Complex Creation Skill Management


To assign a created skill to a complex creation you need to open Creation Skill Management:

Prefab Library → Select Creation → Combat Tab → Creation Skill Management → Edit Details


Note: Click “+” to add a new skill slot.

Creation Skill Management

After this manipulations select the created skill as the referenced skill and configure skill cooldown settings.

Skill selection in Skill Management

2.1. Cooldonw Settings


1. Initial Cooldown Start Point

  • In Battle → Initial cooldown starts when entering battle
  • Out of Battle → Initial cooldown starts when exiting battle


2. Initial Cooldown Interval (s)

The skill becomes usable after this initial cooldown.


3. Default Cooldown Interval (s)

The skill becomes reusable after this default cooldown.


4. Assigned CD Group

You can create CD Groups in the Cooldown Tab.

If multiple skills share the same CD Group, using one skill will trigger cooldown for all skills in that group.


5. CD Trigger Timing

Defines whether cooldown starts when the skill begins or ends.


6. Trigger Skill Global Cooldown

If enabled, all skills enter Global Cooldown when this skill is used.


7. Ignore Skill Global Cooldown

Cooldown Settings

2.2. Global Cooldown


In the Cooldown Tab, you can define a Global Cooldown.

If enabled, when one skill is used, all other skills become unavailable until the Global Cooldown ends.

Global Cooldown settings

3. Autonomous Logic Parameter Settings


Below Creation Skill Management, open Autonomous Logic Parameter → Edit Details.

Click “+” to create a new logic template.

Autonomous Logic Parameter Settings

You can create multiple templates, but only one can be active at a time.

These settings defines creation's battle settings.


3.1. Entering Battle settings


Configure how the creation detects targets:

  • FOV Detection
  • Range Detection
  • FOV & Range Detection


If FOV Detection is selected you can configure:

  • FOV Type (Full FOV or Cone)
  • Detection Radius


If Range Detection is selected you can configure:

  • Range Distance

Entering Battle settings

3.1.1. Chain Engagement Distance


To inform nearby creations withing this distance that creation entered battle chain engagement distance is used. If nearby creations will be withing this distance, they will also enter battle against target.

Chain Engagement Distance

3.2. Leaving Battle settings


1. Leaving Battle Distance

This area is centered on the creation and moves with it.

If the target leaves this area, the creation leaves battle state and returns to its territory.


2. Pathfinding Failed Leaving Battle

If enabled, the creation leaves battle state when no target found.


3. Leaving Battle Delay

Adds a delay before leaving battle state after the target exits the battle area.

Leaving Battle settings

3.3. Territory settings


Unlike Leaving Battle distance, Territory doesn't move along with creation. It is centered on the creation’s spawn initial position. If the creation leaves its territory, it leaves battle state and returns to its spawn point.


You can configure:

  • Territory Type (None, Sphere, Cylinder)
  • Territory Radius
  • Player Leaves Battle After Leaving the Area

If enabled, creation will leave battle state and return to it's spawn point, when target (for example, player) leaves territory.

  • Leaving Battle Delay

Adds a delay before leaving battle state.

4. Creation Status Decision Node Graph


To use creation node graphs, first create Creation Status Decision Node Graph:

Miliastra Sandbox → Window → Client Node Graph Resource Explorer → Creation Status Decision Node Graph folder

This graph defines overall behavior logic.

Note: Here, “Status” refers more to behavior.

Creation Status Decision Node Graph

4.1. Execution Logic


The Event Node “Execute only by sequence” will attempt executions sequentially (1 → 2 → 3 → etc.).

If node execution fails, the next node is attempted.


Failed executions inside execute nodes trigger the Failed Execution pin (Works similar as event node - if previous execute node will fail, only then next node will attempt to execute).


Each Execute Node requires:

  • Status Node Graph Config ID (will automatically appear in list when you will create Creation Status Node Graph)
  • Autonomous Logic Parameter ID (optional if only one exists)

Execution Logic

4.1.1. Example Logic


Example condition setup:

  • If player distance > 6m → execute “Return to Spawn”
  • If player distance ≤ 6m AND creation is not using a skill → execute “Cast Skill”

Example Logic

Query and Operation nodes are used to determine these conditions.

5. Creation Status Node Graphs


If the Status Decision Node Graph determines which behavior to use, the Creation Status Node Graph defines how that behavior works.


For example:

  • If “Return to Spawn” is triggered in Status Decision Node Graph → the corresponding Status Node Graph runs.
  • If “Cast Skill” is triggered → the "Skill" Status Node Graph runs.

Creation Status Node Graphs

5.1. Tactic Nodes


Status Node Graphs introduce Tactic Nodes, which control behavior.

Example:

  • Tactic: Return to Spawn Point After Leaving Battle (will force creation to return to spawn point)
  • Tactic: Ground Pursuit (Creation will start pursuit target if the conditions are met)
  • Tactic: Move to the Target Entity (Creation will be moved to the target at a specified distance)

Tactic Nodes

5.1.1. Skill Cast Example


When “Cast Skill” is executed in Status Decision Node Graph:

  1. The following Status Node Graph attempts to use the skill.
  2. If the skill is on cooldown → execution fails.
  3. The "Tactic: Ground Pursuit" node is triggered.

Skill Cast Example

6. Example with downloadable asset


Below is example of a configured Complex Creation.

If you would like to explore this setup in more detail, you can download the asset from the MW Resource Center using the link provided here


6.1. Size configuration & Skill creation


In Prefab Library, I adjusted the creation’s size to 0.5.


After that, in Combat Preset → Skill → Creation Custom Skill two skills are created:

  • Electro Ball
  • Electro Field

Size configuration & Skill creation

6.1.1. Electro Ball Skill configuration


In the Animation Editor, I selected Electro Abyss Mage Ranged Attack animation.

In the timeline:

  1. When the mage casts the skill, VFX for the Electro Elemental Energy Orb are played.
  2. Only after the VFX is triggered, the Node Graph event is executed.


This prevents the projectile from being launched immediately and ensures proper visual timing.

Electro Ball Skill configuration

To create the Creation Skill Node Graph:

MW Sandbox → Window → Client Node Graph Resource Explorer → Creation Skill Node Graph folder

Skill Node Graph location

In the Electro Ball Node Graph:

  • A fixed-point projectile is launched when the graph is triggered.
  • The projectile uses the GI_HeadMark attachment point location and rotation for accurate spawning.


Target and faction are defined using:

  • Query Entity Faction
  • Get Creation's Current Target

Electro Ball's Skill Node Graph

Electro Ball skill showcase

6.1.2. Electro Field Skill configuration


In the Animation Editor, is selected:

  • Electro Abyss Mage Special Attack animation
  • Random behavior animations

Electro Field Skill configuration

In the timeline, approximately every 1 second, the Electro Field Node Graph is triggered.

This Node Graph:

  • Launches a fixed-point projectile
  • Plays timed effects
  • Uses the target’s location as input data

Electro Field Skill Node Graph

Electro Field skill showcase

6.1.3. Creation Skill Management


To assign the skills to the creation:

  1. Added two skill slots in Creation Skill Management.
  2. For Electro Field, is enabled Global Cooldown to prevent other skills from being used immediately after it.

Creation Skill Management

6.2. Autonomous Logic Parameter Template Management


One Autonomous Logic template is created with the following settings:

  • Entering Battle Zone: Range Detection (20m)
  • Chain Engagement: 0.01 (can be considered as disabled)
  • Leaving Battle Distance: 30m
  • Leaving Battle Delay: 2 seconds
  • Territory Type: Sphere
  • Territory Radius: 50m
  • Territory Leaving Battle Delay: Near zero

Autonomous Logic Parameter Template Management

6.3. Creation Status Decision Node Graph


The Node Graph logic is simple and based on a single condition:

Is the creation in battle or not?

  • If in battle → execute “Cast Skill” Status Node Graph
  • If not in battle → execute “Leave Battle” Status Node Graph

Creation Status Decision Node Graph

6.4. Creation Status Node Graphs


Two Status Node Graphs are used:

  • Leave Battle
  • Mage Skills


6.4.1. "Leave Battle" Status Node Graph


Execution order:

  1. Return to Spawn Point After Leaving Battle is attempted first.

This may fail because “Can Skill Be Interrupted” is set to No.

  1. If it fails, the next sequence executes:
  • Tactic: Stand Still

"Leave Battle" Status Node Graph

6.4.2. "Mage Skills" Status Node Graph


Execution order:

  1. The first skill is attempted.
  2. If execution fails → Tactic: Ground Pursuit is triggered.

Important note: Even if the Skill Execute Node returns success, it does not guarantee that the skill will be cast. For example:

  • The skill may be on cooldown.
  • Conditions for casting may not be met.


If the first skill fails, the second skill will then be attempted.

"Mage Skills" Status Node Graph

I hope this guide helps you better understand how to configure Complex Creations and build your own Complex Creation.

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