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.

* 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

True

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.