Condition Time

v4.0

This section controls how long the condition will remain active. The system is built to work with the Gametime module, but you are able to pass any float value as the "current time".

Instant

If Instant is true, then when the Add() or Transfer() method is used to include this condition in a GameConditionList, it will trigger the "Effects on Points", and nothing else. Otherwise, it will be added to the list, and also trigger the effects.

Infinite

If true, the condition will never expire, and will be constant. This can enable you to control how the condition is removed via logic in your game.

Minutes

If the condition is not instant or infinite, then you can set the amount of time, via in-game minutes here. The initial "Min" and "Max" values are used to enable a random amount of time. Set them to the same value to control the value.

Stat Required

Optionally, add a Stat to the "Stat Required" field to enable additional time based on the value of the stat on the "Caster" of the condition.

In the example above, if the "caster" of the condition, the Actor who gives the condition to another, has the "Air" Stat, then and addition 0.5 minutes will be added to the time, based on the "Final Stat" of Air.

"Caster", "Source", "Giver", these refer to the Actor or other "thing" that gives the condition to the Actor who then "has" the condition. This is useful to change the effects of a condition based on the source, such as a low level wizard vs. a high level wizard.

Lookup Table

The "Lookup Table" option, if populated, will add additional time based on the lookup table value of another stat, or the same one in the "Stat Required" field.

In this example, if the "Caster" has the Air skill, no time will be added per Final Stat, but, the "Stat Bonus" Lookup Table will be used to get a value. 1 minute (min and max are the same) will be multiplied by the output value from the Lookup Table and added to the time.

Multiple Condition Time Objects

You can have multiple "Condition Time" objects, which will be added together. This way, multiple stats can have an impact on the total time the condition will last.

In this example, we have two Condition Time objects, the first will always add between 3 and 8 in-game minutes, and (if the "Caster" has the Air stat), 0.5 minutes for each Final Stat.

The second Condition Time object, which also requires the "Caster" to have the Air stat, will grab the output value of the "Wisdom" stat from the Stat Bonus Lookup Table, and multiple that by 1, adding additional variable minutes.

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