Condition Descriptions

The conditions do not have independent descriptions in separate files, but are present in descriptions of other game elements, for example, in job states (for details in Task Descriptions) or condition aliases (for details see Descriptions of Condition Aliases).

Structure of Condition Descriptions

The condition is determined by the type and the set of parameters depending on it.

The condition type is determined by the value of the ConditionType field.

An Invert field can be added to any condition, and an inverting condition can be set to true.

If the Count field is present, the check is always performed at Current Value> = Count.

A Resetable field can be added to any condition, if its value is true, the accumulated Count value of the condition will be reset at the end of each frame. True
 * PlayerShipAggregateHealth
 * PlayerShipVelocity
 * HistoryEvent
 * PlayerHasPassenger
 * PlayerInCity
 * CharacterInCity
 * PlayerPickupProduct
 * PlayerBreakProduct
 * PlayerDropProduct
 * PlayerDockedAtCity
 * PlayerLanded
 * PlayerCrashed
 * PlayerBuyOrSellProduct
 * PlayerNavigatorTargetAdded
 * PlayerNavigatorTargetRemoved
 * PlayerHelpDone
 * PlayerInMenu
 * PlayerHasPlaneModeUpgrade
 * PlayerIsInHangar
 * PlayerShipIsCruise
 * PlayerShipName
 * PlayerShipOverload
 * PlayerShipAboveCriticalAltitude
 * PlayerShipFlapsOpen
 * PlayerShipJetpack
 * PlayerShipPlane
 * PlayerShipWheels
 * InputShip_ShiftActions1
 * InputShip_ShiftActions2
 * PlayerEnterCity
 * PlayerLeaveCity
 * PlayerInsideCity
 * PlayerInsideCityTime
 * PlayerOutsideCityTime

A special condition always fulfilled.

{   "ConditionType": "True" }

PlayerHasFund

A condition for the player to have the specified amount of the specified resource. {   "ConditionType": "PlayerHasFund", "Fund": "Credits", "Count": 1000, }

Fund - the resource name corresponding to EFunds.

Count - the required amount of the resource.

PlayerHasProduct

The condition for the player to have the specified amount of the specified product.

{   "ConditionType": "PlayerHasProduct", "ObjectName": "product_raw_water1", "Count": 1, }

ObjectName is the name of the product.

Count - the required quantity of the product.

PlayerFitProduct

The condition for the player to have a place in the hold for the specified quantity of goods.

{   "ConditionType": "PlayerFitProduct", "ObjectName": "product_raw_water1", "Count": 1, }

ObjectName is the name of the product.

Count - the required quantity of the product.

PlayerHasUpgrade

The condition that the player has the specified upgrade.

{   "ConditionType": "PlayerHasUpgrade", "ObjectName": "product_raw_water1", } ObjectName is the name of the upgrade.

PlayerIsLanded

The condition of finding the player's ship on wheels.

{   "ConditionType": "PlayerIsLanded", }

PlayerDistanceToTarget

The condition is the distance from the player to the city or goal described in the list of global goals Descriptions of goals.

{   "ConditionType": "PlayerDistanceToTarget", "ObjectName": "bases_raglor_ki_metal_refinery", //- the name of the city, if there is no such city, it will search in the list of global targets for this name "Landed": true //- true - calculated distance in the plane, false (or parameter not written) - in 3D "Invert": true, // in order to trigger a count of less than 10 meters. those. when the player is closer than the specified distance "Count": 10, //- the required distance to this point. } Coordinates are the coordinates of a point in the world.

Count - the required distance to this point.

CityIsOpen

The condition for the openness of a certain base.

{   "ConditionType": "CityIsOpen", "ObjectName": "bases_raglor_ki_metal_refinery", } ObjectName is the name of the database.

CityHasFund

The condition for the presence of the specified amount of the specified resource.

{   "ConditionType": "CityHasFund", "ObjectName": "bases_raglor_ki_metal_refinery", "Fund": "Credits", "Count": 1000, } ObjectName is the name of the database.

Fund - the resource name corresponding to EFunds.

Count - the required amount of the resource.

CityHasPhase

Condition checking the phase of the city

{   "ConditionType": "CityHasPhase", "ObjectName": "bases_livermoriummining_south", "Count": 1, } ObjectName is the name of the database.

Count - the number of the phase: this or higher

QuestState

The condition for the player to have the specified quest in the specified state.

{   "ConditionType": "QuestState", "ObjectName": "find_agent", "QuestState": "Complete", } ObjectName is the name of the quest.

QuestStates - the quest status name corresponding to EQuestStates.

QuestStateTime

The condition for the player to have the specified quest in the specified state for the specified time.

{   "ConditionType": "QuestStateTime", "ObjectName": "find_agent", "QuestState": "Complete", "Count": 60, } ObjectName is the name of the quest.

QuestStates - the quest status name corresponding to EQuestStates.

Count - the required time in seconds from the moment of quest transition to the specified state.

CharacterInsideShip

The condition for the player to hold a character with the specified name in the hold.

{   "ConditionType": "CharacterInsideShip", "ObjectName": "Agent", "Count": 1, } ObjectName is the (optional) name of the passenger. Count - the required number of specified passengers in the ship.

PlayerCargoEmpty

The condition is that the player is empty in the hold.

{   "ConditionType": "PlayerCargoEmpty", }

IsCanOpenMap

{   "ConditionType": "IsCanOpenMap", }

PlayerFuel

The condition for the player to have the specified amount of fuel in the tank.

{   "ConditionType": "PlayerFuel", "Count": 0.5, } Count - required amount of fuel

PlayerAtLandingZone

The condition for finding the player's ship on the landing (trading) site.

{   "ConditionType": "PlayerAtLandingZone", } IsPlayerInHangarCapturePoint The condition is that the player's ship is at the entry point to the hangar.

{   "ConditionType": "IsPlayerInHangarCapturePoint", }

PlayerCargoIsOpen

The condition is that the cargo gate is open for the player.

{   "ConditionType": "PlayerCargoIsOpen", }

PlayerShipCanGetNearestCargo

The condition is that the player's airplane can take the cargo container by hook

{   "ConditionType": "PlayerShipCanGetNearestCargo", }

IsPlayerShipInWindType

The condition for finding the player's ship in the specified type of wind.

{   "ConditionType": "IsPlayerShipInWindType", "WindType": "FAST", } WindType is the wind type name corresponding to WindVolumeSettingType.

PlayerShipAggregateHealth

The condition for the presence of the specified unit of the ship specified amount of health.

{   "ConditionType": "PlayerShipAggregateHealth", "ShipAggregate": "Hull", "Count": 0.5, } ShipAggregate is the name of the aggregate corresponding to EShipAggregates.

Count - the required amount of health of the unit.

PlayerShipVelocity

The condition for the movement of the player's ship with a speed greater than indicated in any direction.

{   "ConditionType": "PlayerShipVelocity", "Count": 100, } Count - the required flight speed.

HistoryEvent

Conditions for the presence in the history of the specified number of specified game events.

{   "ConditionType": "HistoryEvent", "ObjectName": "AgentHelpMeReachedToCity", "Count": 1, } ObjectName is the name of an event in history.

Count - the required number of specified events.

PlayerHasPassenger

The condition for the presence of a specified number of these passengers in the hold of the player.

{   "ConditionType": "PlayerHasPassenger", "ObjectName": "Agent", "SubjectName": "Agent", "Count": 1, } ObjectName - (optional) the name of the passenger.

SubjectName - (optional) the name of the passenger.

Count - the required number of specified or any passengers.

PlayerInCity

The condition for finding a player on the specified base.

{   "ConditionType": "PlayerInCity", "ObjectName": "bases_raglor_ki_metal_refinery", } ObjectName - (optional) the name of the database

CharacterInCity

The condition for finding an object with the specified unique name in the specified city (or in any, if the city name is empty).

{   "ConditionType": "CharacterInCity", "ObjectName": "Agent", "SubjectName": "bases_raglor_ki_metal_refinery", } ObjectName is the name of the character.

SubjectName - (optional) the name of the database.

PlayerPickupProduct

The condition for the selection by the player in the hold of the specified quantity of the specified goods.

{   "ConditionType": "PlayerPickupProduct", "ObjectName": "product_raw_water1", "Count": 1, } ObjectName is the name of the product.

Count - the required number of such events.

PlayerBreakProduct

The condition for the destruction in the hold of the specified amount of the specified goods.

{   "ConditionType": "PlayerBreakProduct", "ObjectName": "product_raw_water1", "Count": 1, } ObjectName is the name of the product.

Count - the required number of such events.

PlayerDropProduct

The condition for the player to release from the hold the specified quantity of the specified goods.

{   "ConditionType": "PlayerDropProduct", "ObjectName": "product_raw_water1", "Count": 1, } ObjectName is the name of the product.

Count - the required number of such events.

PlayerDockedAtCity

The condition for the specified number of player dockings on the specified base.

{   "ConditionType": "PlayerDockedAtCity", "ObjectName": "bases_raglor_ki_metal_refinery", "Count": 1, } ObjectName - (optional) the name of the database

Count - the required number of such events.

PlayerLanded

Condition for the ship's ship landing event.

{   "ConditionType": "PlayerLanded", "Count": 1, } Count - the required number of such events.

PlayerCrashed

Condition on the event of breaking the player's ship.

{   "ConditionType": "PlayerCrashed", "Count": 1, } Count - the required number of such events.

PlayerBuyOrSellProduct

The condition for the event of the sale or purchase of the specified goods in the specified city.

{   "ConditionType": "PlayerBuyOrSellProduct", "ObjectName": "product_raw_water1", "SubjectName": "bases_raglor_ki_metal_refinery", "Count": 1, } ObjectName - (optional) the name of the product.

SubjectName - (optional) the name of the database.

Count - the required number of such events.

PlayerNavigatorTargetAdded

Condition for the event setting target of the navigator to the specified target.

{   "ConditionType": "PlayerNavigatorTargetAdded", "ObjectName": "TargetTest_bases_militarybase", "Count": 1, } ObjectName - (optional) the name of the target.

Count - the required number of such events.

PlayerNavigatorTargetRemoved

Condition for the event of removing the target of the navigator from the specified goal.

{   "ConditionType": "PlayerNavigatorTargetRemoved", "ObjectName": "TargetTest_bases_militarybase", "Count": 1, } ObjectName - (optional) the name of the target.

Count - the required number of such events. PlayerHelpDone

The condition for the player to view the help screen to the end.

{   "ConditionType": "PlayerHelpDone" }

 PlayerInMenu 

The condition for finding a player in the main menu without running the game

{   "ConditionType": "PlayerInMenu" }

PlayerHasPlaneModeUpgrade

The condition for the player to upgrade to allow the mode of the aircraft

{   "ConditionType": "PlayerHasPlaneModeUpgrade" }

PlayerIsInHangar

The condition for finding a player in the hangar

{   "ConditionType": "PlayerIsInHangar" }

PlayerShipIsCruise

The condition for finding the state of the fixed-gas regime

{   "ConditionType": "PlayerShipIsCruise" }

 PlayerShipName 

The condition for the specific name of the player's ship

{   "ConditionType": "PlayerShipName", "ObjectName": "Ox", } ObjectName is the name of the ship

PlayerShipOverload

Condition for a certain overload value

{   "ConditionType": "PlayerShipOverload", "Count": "1.5", } Count - the value of the overload

PlayerShipAboveCriticalAltitude

The condition for finding a ship above the critical altitude

{   "ConditionType": "PlayerShipAboveCriticalAltitude" }

PlayerShipFlapsOpen Condition for released flaps

{   "ConditionType": "PlayerShipFlapsOpen" }

PlayerShipJetpack The condition for finding the player's ship in jetpack mode

{   "ConditionType": "PlayerShipJetpack" }

PlayerShipPlane

The condition for finding the player's ship in the state of the aircraft

{   "ConditionType": "PlayerShipPlane" }

PlayerShipWheels

The condition for finding a player's ship on wheels

{   "ConditionType": "PlayerShipWheels" }

 InputShip_ShiftActions1 

The condition for keystroke for the Ship_ShiftActions1 signal

{   "ConditionType": "InputShip_ShiftActions1" }

 InputShip_ShiftActions2 

The condition for keystroke for the Ship_ShiftActions2 signal

{   "ConditionType": "InputShip_ShiftActions2" }

 PlayerEnterCity 

The condition for the player to enter the city (optional - specified) the specified number of times.

{   "ConditionType": "PlayerEnterCity" "ObjectName": "bases_spaceport" "Count": 1 } ObjectName - (optional) the name of the city.

Count - the required number of such events.

PlayerLeaveCity

The condition for the departure of the player from the city (optional - specified) the specified number of times.

{   "ConditionType": "PlayerLeaveCity" "ObjectName": "bases_spaceport" "Count": 1 } ObjectName - (optional) the name of the city.

Count - the required number of such events.

PlayerInsideCity

The condition for finding a player in the city (optional - specified).

{   "ConditionType": "PlayerInsideCity" "ObjectName": "bases_spaceport" } ObjectName - (optional) the name of the city.

PlayerInsideCityTime

The condition for finding the player in the city (optional - specified) is the specified time.

{   "ConditionType": "PlayerInsideCityTime" "ObjectName": "bases_spaceport" "Count": 1 } ObjectName - (optional) the name of the city.

Count - the amount of time.

PlayerOutsideCityTime

The condition for finding the player outside the city (optional - specified) is the specified time.

{   "ConditionType": "PlayerOutsideCityTime" "ObjectName": "bases_spaceport" "Count": 1 } ObjectName - (optional) the name of the city.

Count - the amount of time.