# Condition Editor

###

The Condition Editor allows you to add, remove, and edit conditions for a given scenario.

Conditions for a scenario are evaluated every few seconds. If a condition is found to be true, its sequence gets executed.

Because conditions are associated with a scenario, and not with specific types of objects, conditions can only refer to initial objects. That is, a condition can only be dependent on, and perform actions on, objects that have been created from the scenario's initial objects.

## Qualifiers

Condition qualifiers specify if a condition is active, what objects it applies to, if any, and what sequence to execute when the condition is true.

### Flags

####
Don't Check If Inactive

Conditions can be either active or inactive. Normally, actions that are inactive do not get checked. Unchecking this option will cause a condition to be checked even if it is not active.

Once a condition is true, it is automatically deactivated. It remains inactive unless it is specifically reactivated by an action sequence.

If the condition is continually true and this option is unchecked, the condition's sequence will be repeated over and over again. Generally, this is not good and it could slow the game down.

In Ares, this option is always checked.

#### Initially Inactive

Check this option if you don't want the condition to be active when the scenario begins. You can make the condition active when the time is right by executing an action which makes the condition active.

### Subject

The index of the initial object to which the condition applies (if a subject is specified in the condition type) and the default subject of the condition's action sequence.

The action sequence can override this subject by using its own subject field to specify a different subject.

#### Subject Is Player

Checking this box will cause the subject value to indicate the human player.

This option was only added for the new tutorial levels, and has been tested otherwise.

This option should never be used for network scenarios.

### Direct

The index of the initial object to which the condition applies (if a direct object is specified in the condition type) and the default direct object of the condition's action sequence.

The action sequence can override this direct object by using its own direct field to specify a different subject.

### Sequence

The action sequence to execute. Any actions executed from a condition sequence are bound to that scenario specifically -- the initial objects and conditions they refer to, if any, must be those objects and conditions belonging to that scenario.

## Conditions

### Counter

A counter in Ares is synonymous with score -- each player has three scores, or counters, numbered 0, 1, 2.

This condition is true if the counter specified of the player specified equals exactly the value specified.

For example, in the Ares level "Astrotrash Plus!" the player must collect a certain number of asteroid samples. The asteroid samples are special objects which increase counter #0 of player #0.

> #### Counter Number

> Which counter (0, 1, or 2).

> #### Player Number

> Which player (0, 1, 2, or 3).

> #### Value

> What value (any whole number)

### Proximity

The proximity condition is evaluated as true if the specified direct object's is within the specified range of the subject object.

For example, in the Ares level "Shoplifter 2," the player must return humans to the UNS Ares. A proximity condition is used (in addition to other conditions) to determine when the player is close enough to the Ares to release the humans.

> #### Within N Pixels

> In pixels, the desired range, squared. For example, if you want the condition to be true if the direct object is within 100 pixels of the subject object, this value should be 100 * 100 = 10000.

### Owner

The owner condition is true when the subject is owned by the specified player.

In levels where the goal is to capture a planet, the owner condition is used to determine when a planet has changed hands.

> #### Player Number

> Which player (0, 1, 2, or 3).

### Destruction

True when the specified initial object does not exist. Note that this doesn't mean that the object must exist, and then be destroyed. Rather, it just means checks to see whether or not the initial object is present.

> #### Initial Object Number

> Which initial object.

### Time

This condition is true when the specified amount of time has passed.

For example, in the Ares scenario "While the Iron Is Hot," there's a time condition which "unhides" the Gaitori carrier after a certain amount of time has passed.

> #### Game Tick Time

> What time, in 1/20ths of a second.

### Half Health

This condition is true when an object's health falls below half of its maximum capacity. It applies to the subject object.

### Is Auxiliary Object

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when an object has been selected as the player's auxiliary object

### Is Target Object

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when an object has been selected as the player's target object

### Counter Greater Than Or Equal To

This condition is the same as the plain counter condition, except that it is true if the counter specified is greater than or equal to the given value.

> #### Counter Number

> Which counter (0, 1, or 2).

> #### Player Number

> Which player (0, 1, 2, or 3).

> #### Value

> What value (any whole number).

### Counter Not

This condition is the same as the plain counter condition, except that it is true if the counter specified is not equal to the given value.

> #### Counter Number

> Which counter, 0, 1, or 2.

> #### Player Number

> Which player (0, 1, 2, or 3).

> #### Value

> What value (any whole number).

### Object Farther Than

This condition is the same as the proximity condition, except that this condition is true if the direct object is not in the range specified.

> #### Farther Than N Pixels Squared

> In pixels, the desired range, squared. For example, if you want the condition to be true if the direct object is at least 100 pixels away from the subject object, this value should be 100 * 100 = 10000.

### Velocity Less Than Or Equal To

This condition is true if the subject is below the specified velocity.

For example, in the Ares scenario "Shoplifter 2," when the player's ship comes within range of the UNS Ares to release the humans, this condition makes sure the humans are not released at too great a speed (like warp speed).

> #### Velocity of the Subject Is Below

> The maximum velocity, below which the condition is true. Must be positive.

### No Ships Left

This condition is true if a player has no ships left. Normally, this should only be applied to computer players, since human players automatically lose if they have no ships left.

> #### Player Number

> Which player (0, 1, 2, or 3).

### Message Displayed

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when the specified page of the specified message is being read by the human player.

> #### Page Number

> Which page number (0-based).

> #### Message ID

> The first page (TEXT id) of the specified message.

### Computer State

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when the specified screen of the ships computer is up.

> #### Line

> Which line number should be highlighted (or -1 for any line).

> #### Screen

> Which screen (0 = main, 1 = build, 2 = special, 3 = message, 4 = status).

### Zoom Level

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when the player's zoom level is at the specified setting.

> #### Zoom Level

> Which zoom level (0 = 2:1, 1 = 1:1, 2 = 1:2, 3 = 1:4, 4 = 1:16, 5 = closest hostile, 6 = closest ship, 6 = all)

### Player Is On Autopilot

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when the player is on autopilot.

### Player Is Not On Autopilot

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when the player is not on autopilot.

### Subject Is Building

PROBABLY SHOULD NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It has not been tested under other conditions. It is true when the subject specified is in the process of building something.

### Direct Is Subject's Target

PROBABLY SHOULD NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It has not been tested under other conditions. It is true when the direct object is the subject's assigned target.

### Subject Is Player

DO NOT USE IN NET SCENARIOS

This condition was created for the training scenarios. It is true when the subject is the player's ship.