> For the complete documentation index, see [llms.txt](https://infinitypbr.gitbook.io/magic-pig-games/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://infinitypbr.gitbook.io/magic-pig-games/game-modules-4/module-documentation/conditions/condition.cs/main-settings.md).

# Main Settings

v4.0

<figure><img src="https://2431624982-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MY3N_li2jPq7az6mYfq%2Fuploads%2FkZHiJC18REzAIaF8Phoh%2FScreenshot%202023-06-24%20at%2010.58.59%20AM.png?alt=media&amp;token=d8acf9b3-5010-4a04-ab93-f12135623b85" alt=""><figcaption></figcaption></figure>

**Display Name**\
If you choose, this name may be different from the `ObjectName`, which is the name of the Scriptable Object. The management script, `GameConditionList.cs`, will consider Conditions with the same Display Name to be the same condition. If the condition does not "Stack", then the system will replace an existing condition with one of the same Display Name only if the "Level" of the new one is greater than the existing one. If not, the expiration time will be set to the maximum value between the existing and new, and no other changes will occur.

<figure><img src="https://2431624982-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MY3N_li2jPq7az6mYfq%2Fuploads%2FpfTesb8SWBrY3IOLOOz8%2FScreenshot%202023-06-24%20at%2011.15.20%20AM.png?alt=media&amp;token=49160b61-9c1e-4ad7-8227-64b69ecf1286" alt=""><figcaption></figcaption></figure>

**Stack**\
If true, a `GameConditionList` can hold multiple copies of the same condition, and the effects will stack.

**Level**\
This is meant to differentiate different conditions which have the same **Display Name**. The higher the level, the more priority the condition will have, as it will replace lower level conditions when added to the `GameConditionList`.

{% hint style="info" %}
"Level" can be used to have multiple types of Conditions with increasing base impacts. Imageine "Disease 1", "Disease 2", "Disease 3", etc. Each one may have a longer base time and negative impact on Stats that are affected, outside of the "Caster" effects.

Each one would have the same "Display Name" but with a different Level value.

When "Disease 3" is addded, if the owner of the condition already had "Disease 1", then the new one, being a higher level, will replace the existing one, and the greater impacts will be felt.
{% endhint %}

**Expiration Condition**\
If blank, no effect will occur. Otherwise, you can select a condition which will be added to the `GameConditionList` when this condition expires. This could be useful for swapping one condition to another.&#x20;

{% hint style="success" %}
The example above, from the **Party Based RPG demo game** shows a condition called "Haste". The expiration condition is set to another condition called "Exhausted". When haste expires, and is removed from the list, exhausted is automatically added.
{% endhint %}

**Description**\
This can be used however you'd like, but is intended to describe the condition.
