Condition/Action Rulesets Thread

    MilitantCollective

    Ares Initiative Dev
    Joined
    Dec 12, 2016
    Messages
    39
    Reaction score
    42
    So in an effort to streamline the process for Schema to add conditions/actions rather than us spamming up his inbox. Im going to create this thread to allow us to suggest additions to the lists.

    Just upvote the ones you all like.
     
    Last edited:

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    Condition: One base has high shield value (80%+) and System = xyz (my coordinates)
    Action: Buff bases with 20% shield value or less by 20% (stackable).

    Stations in that System will more or less share shield power. Drop all below 80% to get a commonly weak shield.
    Grows like 120%, 140%, 160% damage absorbed for 100% shield points.

    First reason in my mind: Promote separation of assets, aside one homebase with lag-creating assets docked on it.
     
    • Like
    Reactions: jayman38

    jayman38

    Precentor-Primus, pro-tempore
    Joined
    Jul 13, 2014
    Messages
    2,518
    Reaction score
    787
    • Purchased!
    • Thinking Positive
    • Legacy Citizen 4
    Conditions:
    Source Sector contains... (friendly base/claimed planet/unclaimed planet/empty space/trade station/enemy base/neutral base/enemy or neutral base/enemy planet/enemy ship/nebula/black hole/etc.) (Thank you, kikaha.)
    Destination Sector contains...
    Any Sector along jump path contains...
    All Sectors along jump path contains...
    Adjacent Sector contains...
    Current weapon tick damage is greater than x...
    Current weapon tick damage is less than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Flag x is y...
    Compound (multiple conditions)

    Actions:
    Increase Jump Drive Range... (by x sectors/by x percent/by x meters/etc.)
    Decrease Jump Drive Range...
    Increase Warp Ring Power Usage... (by x E/by x percent/by x blocks on jumping ship/etc.)
    Decrease Warp Ring Power Usage...
    Increase Jump Drive Power Usage...
    Decrease Jump Drive Power Usage...
    Increase Jump Drive Power Generation... (same as decrease power usage?)
    Decrease Jump Drive Power Generation... (same as increase power usage?)
    Increase weapon range... (for source sector/current sector) (by x sectors/by x percent/by x meters/etc.)
    Decrease weapon range...
    Increase weapon damage...
    Decrease weapon damage...
    Randomize weapon firing failure... (x% chance of not firing once every y shots or z seconds)
    Randomize Stealth subsystem failure... (x% chance of turning off every y seconds or z scans)
    Add x E to energy store per y seconds...
    Remove x E from energy store per y seconds...
    Randomize lights failure (x% chance of turning off all lights once every y minutes) (Temporary: Turns back on every z seconds)
    Randomize lights flickering (x% chance of flickering all lights once every y minutes for z seconds)
    Display messagebox
    Display warningbox
    Display commbox/numpadbox/inputbox/etc.
    Set flag x to y

    Role-playing rule:
    If input (from commbox/numpadbox/inputbox/etc.) is x.... (then display another inputbox, display messagebox, or flicker the lights, etc.)
     
    Joined
    Jul 10, 2013
    Messages
    626
    Reaction score
    486
    • Community Content - Bronze 2
    • Purchased!
    • Legacy Citizen 7
    Conditions:
    Source Sector contains... (friendly base/claimed planet/unclaimed planet/empty space/trade station/enemy base/neutral base/enemy or neutral base/enemy planet/enemy ship/nebula/black hole/etc.) (Thank you, kikaha.)
    Destination Sector contains...
    Any Sector along jump path contains...
    All Sectors along jump path contains...
    Adjacent Sector contains...
    Current weapon tick damage is greater than x...
    Current weapon tick damage is less than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon current-tick damage on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Maximum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is greater than x...
    Minimum weapon last damage tick on a single (friendly base/friendly ship/claimed planet/enemy ship/etc...) is less than x...
    Flag x is y...
    Compound (multiple conditions)

    Actions:
    Increase Jump Drive Range... (by x sectors/by x percent/by x meters/etc.)
    Decrease Jump Drive Range...
    Increase Warp Ring Power Usage... (by x E/by x percent/by x blocks on jumping ship/etc.)
    Decrease Warp Ring Power Usage...
    Increase Jump Drive Power Usage...
    Decrease Jump Drive Power Usage...
    Increase Jump Drive Power Generation... (same as decrease power usage?)
    Decrease Jump Drive Power Generation... (same as increase power usage?)
    Increase weapon range... (for source sector/current sector) (by x sectors/by x percent/by x meters/etc.)
    Decrease weapon range...
    Increase weapon damage...
    Decrease weapon damage...
    Randomize weapon firing failure... (x% chance of not firing once every y shots or z seconds)
    Randomize Stealth subsystem failure... (x% chance of turning off every y seconds or z scans)
    Add x E to energy store per y seconds...
    Remove x E from energy store per y seconds...
    Randomize lights failure (x% chance of turning off all lights once every y minutes) (Temporary: Turns back on every z seconds)
    Randomize lights flickering (x% chance of flickering all lights once every y minutes for z seconds)
    Display messagebox
    Display warningbox
    Display commbox/numpadbox/inputbox/etc.
    Set flag x to y

    Role-playing rule:
    If input (from commbox/numpadbox/inputbox/etc.) is x.... (then display another inputbox, display messagebox, or flicker the lights, etc.)
    Excellent !
     
    • Like
    Reactions: jayman38

    MilitantCollective

    Ares Initiative Dev
    Joined
    Dec 12, 2016
    Messages
    39
    Reaction score
    42
    jayman38 believe it or not most of these are already a thing. We've been writing rulesets for about 8-10 hours a day for 3 days. They exist using effectconfig.cfg and action:Apply Effect
    [doublepost=1546466473,1546466358][/doublepost]Groovrider anyway this can get pinned to help schema keep these organized?
     

    NeonSturm

    StormMaker
    Joined
    Dec 31, 2013
    Messages
    5,110
    Reaction score
    617
    • Wired for Logic
    • Thinking Positive
    • Legacy Citizen 5
    It is much easier to make reactors gonna boom than set shield percentage by actions.

    Deep code zone - only for insiders.