Scripting - Objects - Conditions

Updated 3 months ago

Conditions drive complex logic in the scripting, there are many different types of conditions.

Common Properties

All types of conditions have the listed variable:

conditionType

The type of Condition, all conditions have this variable, it defines what type of conditions it is.
Values: Any of the types listed under the heading "Condition Types", as a string (e.g. "And")

Condition Types

And

Passes only if all of the provided conditions pass

conditions

The Conditions to check, all must pass the check for the And Condition to pass.
Value: An array of Conditions.

Or

Passes if any of the provided conditions pass.

conditions

The Conditions to check, one or more must pass the check for the Or Condition to pass.
Value: An array of Conditions.

Not

Inverts the provided condition.

condition

The Condition to check, it must fail for the Not Condition to pass the check.
Value: A Condition.

Weather

Passes if the provided weather type matches the current moon's weather.

weather

The weather type.
Values: "DustClouds", "Eclipsed", "Flooded", "Foggy", "None", "Rainy", "Stormy"

PlayerLocation

Passes if the player you're controlling is in/at this location.

location

The location.
Values: "Ship", "Facility"

PlayerAlive

Passes if the player you're controlling is alive.

PlayerHealth

Passes if the health of the player you're controlling passes a certain comparison.

comparisonType

The type of comparison.
Values: "Equals", "NotEquals", "GreaterThan", "LessThan", "GreaterThanOrEquals", "LessThanOrEquals"

value

The value to compare the health to.
Value: A valid integer. (Note: the player has 100 max health)

PlayerCrouching

Passes if the player you're controlling is crouching.

PlayerInsanity

Passes the player your controlling has an insanity that passes a certain comparison.

comparisonType

The type of comparison.
Values: "Equals", "NotEquals", "GreaterThan", "LessThan", "GreaterThanOrEquals", "LessThanOrEquals"

level

The insanity level.
Value: a valid float. (0 to 1, 0 being minimum insanity, 1 being maximum insanity)

ShipLanded

Passes if the ship is currently landed.

ShipLeavingAlertCalled

Passes if the ship leaving alert has been called.

MusicWithTagPlaying

Passes if music with a specified tag is playing.

tag

The tag to look for.
Value: A valid string.

CurrentMoon

Passes if the current moon has the same name as the one specified (you can find the name of a moon by routing to it and seeing what it says on the monitor under "Orbiting").

moonName

The name of the moon in question.
Values: A valid string. (e.g. "41 Experimentation")

Timer

Passes if a set timer has passed a certain threshold

timerName

The name of the timer.
Value: a valid string.

timeGoal

The threshold for the time to reach.
Value: a valid float.

resetsTimer

Should this condition reset the specified timer if it has reached the goal?
Value: true, false Default: true

Random

Passes if a random number falls between 0 and the chosen number.

chance

The chance of this condition passing.
Value: a valid float. (0 to 1, 0 being a 0% chance, 1 being a 100% chance)

ApparatusDocked

Passes if the Apparatus exists and is docked.

TimeOfDay

Passes the time of day passes a certain comparison.

comparisonType

The type of comparison.
Values: "Equals", "NotEquals", "GreaterThan", "LessThan", "GreaterThanOrEquals", "LessThanOrEquals"

time

The normalised time.
Value: a valid float. (0 to 1, 0 being the start of the day, 1 being the end of the day)