Name |
Required Research |
Description |
None | - | This condition will always be true and will execute the action |
Is Currently Healing | - | This condition is true when this crew is healing at a medical room. |
Current HP < 25% | Python 2.0 | This condition is true when the subject has less than 25% HP |
Current HP > 25% | Python 2.0 | This condition is true when the subject has more than 25% HP |
Current HP < 50% | Python | This condition is true when the subject has less than 50% HP |
Current HP > 50% | Python | This condition is true when the subject has more than 50% HP |
Current HP < 75% | Python 2.0 | This condition is true when the subject has less than 75% HP |
Current HP > 75% | Python 2.0 | This condition is true when the subject has more than 75% HP |
Current HP < 100% | - | This condition is true when the subject has sustained any damage |
Current HP is Full | - | This condition is true when the subject's HP is at maximum |
Has No Assigned Power | Python 2.0 | This condition is true when the subject has no assigned power. |
Has Assigned Power | Python 2.0 | This condition is true when the subject has assigned power. |
Assigned Power < 50% | Python 3.x | This condition is true when the subject has less than 50% assigned power. |
Assigned Power > 50% | Python 3.x | This condition is true when the subject has more than 50% assigned power. |
Has Full Assigned Power | Python | This condition is true when the subject has full assigned power. |
Special Power Not Available | Python 2.0 | This condition is true when the crew's special power is no longer available for use. |
Special Power Available | Python 3.x | This condition is true when the crew's special power is still available for use. |
Stamina Is Depleted | - | This condition is true when the subject has no stamina remaining |
Stamina Not Depleted | - | This condition is true when the subject has stamina remaining |
Stamina < 25% | Python 2.0 | This condition is true when the subject has less than 25% Stamina remaining |
Stamina > 25% | Python 2.0 | This condition is true when the subject has more than 25% stamina remaining |
Stamina < 50% | Python | This condition is true when the subject has less than 50% stamina remaining |
Stamina > 50% | Python | This condition is true when the subject has more than 50% stamina remaining |
Stamina < 75% | Python 2.0 | This condition is true when the subject has less than 75% stamina remaining |
Stamina > 75% | Python 2.0 | This condition is true when the subject has more than 75% stamina remaining |
Stamina Not Full | - | This condition is true when the subject has spent stamina |
Stamina Is Full | - | This condition is true when the subject has full stamina |
Target Room Has No Damage Resistance | Quantum Programming | This condition is true if the target room has no damage resistance. |
Target Room Has Damage Resistance | Quantum Programming | This condition is true if the target room has damage resistance. |
Target Room Damage Resistance < 25% | Quantum Programming | This condition is true if the target room has less than 25% damage resistance. |
Target Room Damage Resistance > 25% | Quantum Programming | This condition is true if the target room has more than 25% damage resistance. |
Target Room Damage Resistance < 50% | Quantum Programming | This condition is true if the target room has less than 50% damage resistance. |
Target Room Damage Resistance > 50% | Quantum Programming | This condition is true if the target room has more than 50% damage resistance. |
Target Room Damage Resistance < 75% | Quantum Programming | This condition is true if the target room has less than 75% damage resistance. |
Target Room Damage Resistance > 75% | Quantum Programming | This condition is true if the target room has more than 75% damage resistance. |
Target Room Is EMPed | Impossible Technology | This condition is true when the target room is under the EMP effect |
Target Room Has Enemy Crew | Python 3.x | This condition is true when the currently targeted room has enemy crews targeting it |
Target Room Has No Enemy Crew | Python 3.x | This condition is true when the currently targeted room has no enemy crews targeting it |
Target Room Is On Fire | Python 3.x | This condition is true when the target room is on fire |
Target Room Has Friendly Crew | Python 3.x | This condition is true when the currently targeted room has friendly crews targeting it |
Target Room Has No Friendly Crew | Python 3.x | This condition is true when the currently targeted room has no friendly crews targeting it |
Target Room Destroyed | Python 3.x | This condition is true when the currently targeted room has no HP remaining |
Target Room HP > 0% | Python 3.x | This condition is true when the currently targeted room has HP remaining |
Target Room HP < 25% | Python 3.x | This condition is true when the currently targeted room has less than 25% HP |
Target Room HP > 25% | Python 3.x | This condition is true when the currently targeted room has more than 25% HP |
Target Room HP < 50% | Python 3.x | This condition is true when the currently targeted room has less than 50% HP |
Target Room HP > 50% | Python 3.x | This condition is true when the currently targeted room has more than 50% HP |
Target Room HP < 75% | Python 3.x | This condition is true when the currently targeted room has less than 75% HP |
Target Room HP > 75% | Python 3.x | This condition is true when the currently targeted room has more than 75% HP |
Target Room HP < 100% | Python 3.x | This condition is true when the currently targeted room has sustained any damage |
Target Room HP is Full | Python 3.x | This condition is true when the currently targeted room's HP is at maximum |
Target Room Is Invulnerable | Python 3.x | This condition is true when the target room is Invulnerable. |
Target Room Max HP == 0 | Python 3.x | This condition returns true if the target room is a non-combat room. |
Current Room Has No Androids Deployed | Python 2.0 | This condition returns true if no androids have been deployed by the current room |
Current Room Has Androids Deployed | Python 2.0 | This condition returns true if one or more androids have been deployed by the current room |
Current Room Has > 1 Androids Deployed | Python 2.0 | This condition returns true if more than 1 Androids are deployed by the current room |
Current Room Has < 2 Androids Deployed | Python 2.0 | This condition returns true if less than 2 Androids are deployed by the current room |
Current Room Has > 2 Androids Deployed | Python 2.0 | This condition returns true if more than 2 Androids are deployed by the current room |
Current Room Has < 3 Androids Deployed | Python 2.0 | This condition returns true if less than 3 Androids are deployed by the current room |
Current Room Has > 3 Androids Deployed | Python 2.0 | This condition returns true if more than 3 Androids are deployed by the current room |
Current Room Has < 4 Androids Deployed | Python 2.0 | This condition returns true if less than 4 Androids are deployed by the current room |
Current Room Has Androids Not Fully Deployed | Python 2.0 | This condition is true when the maximum android deployment limit is not reached by the current room |
Current Room Has Max Androids Deployed | Python 3.x | This condition returns true if the maximum number of androids deployable by the current room has been reached |
Current Room Has No Crafts Deployed | Python 2.0 | This condition returns true if no crafts have been deployed by the current room |
Current Room Has Crafts Deployed | Python 2.0 | This condition returns true if one or more crafts have been deployed by the current room |
Current Room Has > 1 Crafts Deployed | Python 2.0 | This condition returns true if more than 1 Crafts are deployed by the current room |
Current Room Has < 2 Crafts Deployed | Python 2.0 | This condition returns true if less than 2 Crafts are deployed by the current room |
Current Room Has > 2 Crafts Deployed | Python 2.0 | This condition returns true if more than 2 Crafts are deployed by the current room |
Current Room Has < 3 Crafts Deployed | Python 2.0 | This condition returns true if less than 3 Crafts are deployed by the current room |
Current Room Has > 3 Crafts Deployed | Python 2.0 | This condition returns true if more than 3 Crafts are deployed by the current room |
Current Room Has < 4 Crafts Deployed | Python 2.0 | This condition returns true if less than 4 Crafts are deployed by the current room |
Current Room Has > 4 Crafts Deployed | Python 2.0 | This condition returns true if more than 4 Crafts are deployed by the current room |
Current Room Crafts Not Fully Deployed | Python 2.0 | This condition is true when the maximum craft deployment limit is not reached by the current room |
Current Room Has Max Crafts Deployed | Python 3.x | This condition returns true if the maximum number of crafts deployable by the current room has been reached |
Current Room Not On Cooldown | Quantum Programming | This condition is true when current room is not currently on cooldown. |
Current Room On Cooldown | Quantum Programming | This condition is true when current room is currently on cooldown. |
Current Room Cooldown < 25% | Quantum Programming | This condition is true when current room has less than 25% cooldown time remaining. |
Current Room Cooldown > 25% | Quantum Programming | This condition is true when current room has more than 25% cooldown time remaining. |
Current Room Cooldown < 50% | Quantum Programming | This condition is true when current room has less than 50% cooldown time remaining. |
Current Room Cooldown > 50% | Quantum Programming | This condition is true when current room has more than 50% cooldown time remaining. |
Current Room Cooldown < 75% | Quantum Programming | This condition is true when current room has less than 75% cooldown time remaining. |
Current Room Cooldown > 75% | Quantum Programming | This condition is true when current room has more than 75% cooldown time remaining. |
Current Room Is EMPed | Python 3.x | This condition is true when the subject's current room is under the EMP effect |
Current Room Has Enemy Crew | Python 3.x | This condition is true when the subject's current room has enemy crews targeting it |
Current Room Has No Enemy Crew | Python 3.x | This condition is true when the subject's current room has no enemy crews targeting it |
Current Room Is On Fire | Python 3.x | This condition is true when the subject's current room is on fire |
Current Room Has Friendly Crew | Python 3.x | This condition is true when the subject's current room has friendly crews targeting it |
Current Room Has No Friendly Crew | Python 3.x | This condition is true when the subject's current room has no friendly crews targeting it |
Current Room Destroyed | Python 3.x | This condition is true when the subject's current room has no HP remaining |
Current Room HP > 0% | - | This condition is true when the subject's current room has HP remaining |
Current Room HP < 25% | Python 2.0 | This condition is true when the subject's current room has less than 25% HP |
Current Room HP > 25% | Python 2.0 | This condition is true when the subject's current room has more than 25% HP |
Current Room HP < 50% | Python | This condition is true when the subject's current room has less than 50% HP |
Current Room HP > 50% | Python | This condition is true when the subject's current room has more than 50% HP |
Current Room HP < 75% | Python 2.0 | This condition is true when the subject's current room has less than 75% HP |
Current Room HP > 75% | Python 2.0 | This condition is true when the subject's current room has more than 75% HP |
Current Room HP < 100% | - | This condition is true when the subject's current room has sustained damage |
Current Room has Full HP | Python 2.0 | This condition is true when the subject's current room HP is at maximum |
Current Room Is Invulnerable | Python 3.x | This condition is true when the current room is Invulnerable. |
Current Room Max HP == 0 | Python 3.x | This condition returns true if the current room is a non-combat room. |
Current Room Reload < 25% | Quantum Programming | This condition is true when current room has less than 25% reload time elapsed. |
Current Room Reload > 25% | Quantum Programming | This condition is true when current room has more than 25% reload time elapsed. |
Current Room Reload < 50% | Quantum Programming | This condition is true when current room has less than 50% reload time elapsed. |
Current Room Reload > 50% | Quantum Programming | This condition is true when current room has more than 50% reload time elapsed. |
Current Room Reload < 75% | Quantum Programming | This condition is true when current room has less than 75% reload time elapsed. |
Current Room Reload > 75% | Quantum Programming | This condition is true when current room has more than 75% reload time elapsed. |
Current Room Reload Full | Quantum Programming | This condition is true when current room has completed reloading and is ready for activation. |
Origin Room Has No Androids Deployed | Python 2.0 | This condition returns true if no androids have been deployed by the subject's starting room |
Origin Room Has Androids Deployed | Python 2.0 | This condition returns true if one or more androids have been deployed by the subject's starting room |
Origin Room Has > 1 Androids Deployed | Python 2.0 | This condition returns true if more than 1 Androids are deployed by the subject's starting room |
Origin Room Has < 2 Androids Deployed | Python 2.0 | This condition returns true if less than 2 Androids are deployed by the subject's starting room |
Origin Room Has > 2 Androids Deployed | Python 2.0 | This condition returns true if more than 2 Androids are deployed by the subject's starting room |
Origin Room Has < 3 Androids Deployed | Python 2.0 | This condition returns true if less than 3 Androids are deployed by the subject's starting room |
Origin Room Has > 3 Androids Deployed | Python 2.0 | This condition returns true if more than 3 Androids are deployed by the subject's starting room |
Origin Room Has < 4 Androids Deployed | Python 2.0 | This condition returns true if less than 4 Androids are deployed by the subject's starting room |
Origin Room Has Androids Not Fully Deployed | Python 2.0 | This condition is true when the maximum android deployment limit is not reached by the subject's starting room |
Origin Room Has Max Androids Deployed | Python 3.x | This condition returns true if the maximum number of androids deployable by the subject's starting room has been reached |
Origin Room Has No Crafts Deployed | Python 2.0 | This condition returns true if no crafts have been deployed by the subject's starting room |
Origin Room Has Crafts Deployed | Python 2.0 | This condition returns true if one or more crafts have been deployed by the subject's starting room |
Origin Room Has > 1 Crafts Deployed | Python 2.0 | This condition returns true if more than 1 Crafts are deployed on the subject's starting room |
Origin Room Has < 2 Crafts Deployed | Python 2.0 | This condition returns true if less than 2 Crafts are deployed by the subject's starting room |
Origin Room Has > 2 Crafts Deployed | Python 2.0 | This condition returns true if more than 2 Crafts are deployed by the subject's starting room |
Origin Room Has < 3 Crafts Deployed | Python 2.0 | This condition returns true if less than 3 Crafts are deployed by the subject's starting room |
Origin Room Has > 3 Crafts Deployed | Python 2.0 | This condition returns true if more than 3 Crafts are deployed by the subject's starting room |
Origin Room Has < 4 Crafts Deployed | Python 2.0 | This condition returns true if less than 4 Crafts are deployed by the subject's starting room |
Origin Room Has > 4 Crafts Deployed | Python 2.0 | This condition returns true if more than 4 Crafts are deployed by the subject's starting room |
Origin Room Crafts Not Fully Deployed | Python 2.0 | This condition is true when the maximum craft deployment limit is not reached by the subject's starting room |
Origin Room Has Max Crafts Deployed | Python 3.x | This condition returns true if the maximum number of crafts deployable by the subject's starting room has been reached |
Origin Room Not On Cooldown | Quantum Programming | This condition is true when the subject's starting room is not currently on cooldown. |
Origin Room On Cooldown | Quantum Programming | This condition is true when the subject's starting room is currently on cooldown. |
Origin Room Cooldown < 25% | Quantum Programming | This condition is true when the subject's starting room has less than 25% cooldown time remaining. |
Origin Room Cooldown > 25% | Quantum Programming | This condition is true when the subject's starting room has more than 25% cooldown time remaining. |
Origin Room Cooldown < 50% | Quantum Programming | This condition is true when the subject's starting room has less than 50% cooldown time remaining. |
Origin Room Cooldown > 50% | Quantum Programming | This condition is true when the subject's starting room has more than 50% cooldown time remaining. |
Origin Room Cooldown < 75% | Quantum Programming | This condition is true when the subject's starting room has less than 75% cooldown time remaining. |
Origin Room Cooldown > 75% | Quantum Programming | This condition is true when the subject's starting room has more than 75% cooldown time remaining. |
Origin Room Is EMPed | Python 3.x | This condition is true when the subject's starting room is under the EMP effect |
Origin Room Has Enemy Crew | Python | This condition is true when the subject's starting room has enemy crews targeting it |
Origin Room Has No Enemy Crew | Python 2.0 | This condition is true when the subject's starting room has no enemy crews targeting it |
Origin Room Is On Fire | Python 3.x | This condition is true when the subject's starting room is on fire |
Origin Room has Friendly Crew | Python 3.x | This condition is true when the subject's starting room has friendly crews targeting it |
Origin Room has No Friendly Crew | Python 3.x | This condition is true when the subject's starting room has no friendly crews targeting it |
Origin Room Destroyed | Python 3.x | This condition is true when the subject's origin room has no HP remaining |
Origin Room HP > 0% | - | This condition is true when the subject's starting room has HP remaining |
Origin Room HP < 25% | Python 2.0 | This condition is true when the subject's starting room has less than 25% HP |
Origin Room HP > 25% | Python 2.0 | This condition is true when the subject's starting room has more than 25% HP |
Origin Room HP < 50% | Python | This condition is true when the subject's starting room has less than 50% HP |
Origin Room HP > 50% | Python | This condition is true when the subject's starting room has more than 50% HP |
Origin Room HP < 75% | Python 2.0 | This condition is true when the subject's starting room has less than 75% HP |
Origin Room HP > 75% | Python 2.0 | This condition is true when the subject's starting room has more than 75% HP |
Origin Room HP < 100% | - | This condition is true when the subject's starting room has sustained damage |
Origin Room has Full HP | Python 2.0 | This condition is true when the subject's starting room HP is at maximum |
OriginRoom Is Invulnerable | Python 3.x | This condition is true when the current room is Invulnerable. |
Origin Room Max HP == 0 | Python 3.x | This condition returns true if the current room is a non-combat room. |
Origin Room Reload < 25% | Quantum Programming | This condition is true when the subject's starting room has less than 25% reload time elapsed. |
Origin Room Reload > 25% | Quantum Programming | This condition is true when the subject's starting room has more than 25% reload time elapsed. |
Origin Room Reload < 50% | Quantum Programming | This condition is true when the subject's starting room has less than 50% reload time elapsed. |
Origin Room Reload > 50% | Quantum Programming | This condition is true when the subject's starting room has more than 50% reload time elapsed. |
Origin Room Reload < 75% | Quantum Programming | This condition is true when the subject's starting room has less than 75% reload time elapsed. |
Origin Room Reload > 75% | Quantum Programming | This condition is true when the subject's starting room has more than 75% reload time elapsed. |
Origin Room Reload Full | Quantum Programming | This condition is true when the subject's starting room has completed reloading and is ready for activation. |
Your Ship Has Cloak | Python 2.0 | This condition is true when your ship has active cloak |
Your Ship Has No Cloak | Python 3.x | This condition is true when your ship has no active cloak |
Your Ship Has Enemy Crew | Python 3.x | This condition is true when your ship contains an enemy crew inside it |
Your Ship Has No Enemy Crew | Python 3.x | This condition is true when your ship contains no enemy crews inside it |
Your Ship has no Evasion | - | This condition is true when your ship's remaining evasion charges is 0 |
Your Ship has Evasion | - | This condition is true when your ship's remaining evasion charges is more than 0 |
Your Ship Evasion < 25% | Python 2.0 | This condition is true when your ship has less than 25% remaining evasion charges |
Your Ship Evasion > 25% | Python 2.0 | This condition is true when your ship has more than 25% remaining evasion charges |
Your Ship Evasion < 50% | Python | This condition is true when your ship has less than 50% remaining evasion charges |
Your Ship Evasion > 50% | Python | This condition is true when your ship has more than 50% remaining evasion charges |
Your Ship Evasion < 75% | Python 2.0 | This condition is true when your ship has less than 75% remaining evasion charges |
Your Ship Evasion > 75% | Python 2.0 | This condition is true when your ship has more than 75% remaining evasion charges |
Your Ship Evasion < 100% | - | This condition is true when your ship does not have maximum evasion charges |
Your Ship has Full Evasion | - | This condition is true when your ship has maximum evasion charges |
Your Ship Has Friendly Crew | Python 3.x | This condition is true when your ship contains a friendly crew inside it |
Your Ship Has No Friendly Crew | Python 3.x | This condition is true when your ship contains no friendly crews inside it |
Your Ship HP < 25% | Python 2.0 | This condition is true when your ship has less than 25% of Starting HP |
Your Ship HP > 25% | Python 2.0 | This condition is true when your ship has more than 25% of Starting HP |
Your Ship HP < 50% | Python | This condition is true when your ship has less than 50% of Starting HP |
Your Ship HP > 50% | Python | This condition is true when your ship has more than 50% of Starting HP |
Your Ship HP < 75% | Python 2.0 | This condition is true when your ship has less than 75% of Starting HP |
Your Ship HP > 75% | Python 2.0 | This condition is true when your ship has more than 75% of Starting HP |
Your Ship HP < 100% | - | This condition is true when your ship's current HP is less than Starting HP |
Your Ship HP Undamaged | - | This condition is true when your ship has 100% of Starting HP |
Your Ship Power Not Reduced | Quantum Programming | This condition is true when your ship currently has no reduced power output. |
Your Ship Power Has Reduced | Quantum Programming | This condition is true when your ship currently has reduced power output. |
Your Ship Power Reduced < 25% | Quantum Programming | This condition is true when your ship currently has reduced power output by less than 25%. |
Your Ship Power Reduced > 25% | Quantum Programming | This condition is true when your ship currently has reduced power output by more than 25%. |
Your Ship Power Reduced < 50% | Quantum Programming | This condition is true when your ship currently has reduced power output by less than 50%. |
Your Ship Power Reduced > 50% | Quantum Programming | This condition is true when your ship currently has reduced power output by more than 50%. |
Your Ship Power Reduced < 75% | Quantum Programming | This condition is true when your ship currently has reduced power output by less than 75%. |
Your Ship Power Reduced > 75% | Quantum Programming | This condition is true when your ship currently has reduced power output by more than 75%. |
Your Ship Power Fully Reduced | Quantum Programming | This condition is true when your ship currently has zero power output. |
Your Ship has no Active Shields | - | This condition is true when your ship's shield HP is 0 |
Your Ship has Active Shields | - | This condition is true when your ship's shield HP is more than 0 |
Your Ship Shields < 25% | Python 2.0 | This condition is true when your ship has less than 25% Shield HP |
Your Ship Shields > 25% | Python 2.0 | This condition is true when your ship has more than 25% Shield HP |
Your Ship Shields < 50% | Python | This condition is true when your ship has less than 50% Shield HP |
Your Ship Shields > 50% | Python | This condition is true when your ship has more than 50% Shield HP |
Your Ship Shields < 75% | Python 2.0 | This condition is true when your ship has less than 75% Shield HP |
Your Ship Shields > 75% | Python 2.0 | This condition is true when your ship has more than 75% Shield HP |
Your Ship Shields < 100% | - | This condition is true when your ship has sustained any Shield damage |
Your Ship has Full Shields | - | This condition is true when your ship's shield HP is at maximum |
Your Ship Has No Available Power | Quantum Programming | This condition is true when your ship has no available unused ship power. |
Your Ship Has Available Power | Quantum Programming | This condition is true when your ship has available unused ship power. |
Your Ship Available Power < 25% | Quantum Programming | This condition is true when your ship has less than 25% available unused ship power. |
Your Ship Available Power > 25% | Quantum Programming | This condition is true when your ship has more than 25% available unused ship power. |
Your Ship Available Power < 50% | Quantum Programming | This condition is true when your ship has less than 50% available unused ship power. |
Your Ship Available Power > 50% | Quantum Programming | This condition is true when your ship has more than 50% available unused ship power. |
Your Ship Available Power < 75% | Quantum Programming | This condition is true when your ship has less than 75% available unused ship power. |
Your Ship Available Power > 75% | Quantum Programming | This condition is true when your ship has more than 75% available unused ship power. |
Your Ship Has Full Available Power | Quantum Programming | This condition is true when your ship has no used ship power. |
Your Android Room HP < 50% | Python | This condition is true when any friendly Android type rooms has less than 50% HP |
Your Android Room HP < 100% | Python | This condition is true when any friendly Android type rooms has sustained any damage |
Your AntiCraft Room HP < 50% | Python | This condition is true when any friendly Anti-craft type rooms has less than 50% HP |
Your AntiCraft Room HP < 100% | - | This condition is true when any friendly Anti-craft type rooms has sustained any damage |
Your Anti-Teleport HP < 50% | Python | This condition is true when any friendly Anti-Teleport type weapon rooms has less than 50% HP |
Your Anti-Teleport HP < 100% | - | This condition is true when any friendly Anti-Teleport type weapon rooms has sustained damage |
Your Booster HP < 50% | Python | This condition is true when any friendly Booster type rooms has less than 50% HP |
Your Booster HP < 100% | - | This condition is true when any friendly Booster type rooms has sustained any damage |
Your Cannon HP < 50% | Python 2.0 | This condition is true when any friendly Cannon type rooms has less than 50% HP |
Your Cannon HP < 100% | Python 2.0 | This condition is true when any friendly Cannon type rooms has sustained any damage |
Your Hangar HP < 25% | Python | This condition is true when any friendly Hangar type rooms has less than 25% HP |
Your Hangar HP < 50% | Python | This condition is true when any friendly Hangar type rooms has less than 50% HP |
Your Hangar HP < 75% | Python | This condition is true when any friendly Hangar type rooms has less than 75% HP |
Your Hangar HP < 100% | Python | This condition is true when any friendly Hangar type rooms has sustained any damage |
Your Engine HP < 50% | Python | This condition is true when any friendly Engine type rooms has less than 50% HP |
Your Engine HP < 100% | - | This condition is true when any friendly Engine type rooms has sustained any damage |
Your Laser HP < 50% | Python | This condition is true when any friendly ammo-less type weapon rooms has less than 50% HP |
Your Laser HP < 100% | - | This condition is true when any friendly ammo-less type weapon rooms has sustained damage |
Your Medical Room HP < 50% | Python 2.0 | This condition is true when any friendly Medical type rooms has less than 50% HP |
Your Medical Room HP < 100% | Python 2.0 | This condition is true when any friendly Medical type rooms has sustained any damage |
Your Missile Room HP < 50% | Python | This condition is true when any friendly Missile type rooms has less than 50% HP |
Your Missile Room HP < 100% | - | This condition is true when any friendly Missile type rooms has sustained any damage |
Friendly Room Is EMPed | Python 3.x | This condition is true when one of friendly rooms is under the EMP effect |
Friendly Room Has Enemy Crew | Python 3.x | This condition is true when any friendly room has enemy crews targeting it |
Friendly Room Has No Enemy Crew | Python 2.0 | This condition is true when any friendly room has no enemy crews targeting it |
Friendly Room Is On Fire | Python 3.x | This condition is true when one of friendly rooms is on fire |
Friendly Room Has Friendly Crew | Python 3.x | This condition is true when any friendly room has friendly crews targeting it |
Friendly Room Has No Friendly Crew | Python 2.0 | This condition is true when any friendly room has no friendly crews targeting it |
Friendly Room Destroyed | Python 3.x | This condition is true when any of your rooms has no HP remaining |
Friendly Room HP > 0% | - | This condition is true when any friendly room has HP remaining |
Your Superweapon HP > 0% | Python 3.x | This condition is true when any friendly superweapon rooms has HP remaining |
Friendly Room HP < 25% | Python 2.0 | This condition is true when any friendly rooms has less than 25% HP |
Your Superweapon HP < 25% | Python 3.x | This condition is true when any friendly superweapon has less than 25% HP |
Friendly Room HP > 25% | Python 2.0 | This condition is true when any friendly rooms has more than 25% HP |
Your Superweapon HP > 25% | Python 3.x | This condition is true when any friendly superweapon has more than 25% HP |
Friendly Room HP < 50% | Python | This condition is true when any friendly rooms has less than 50% HP |
Your Superweapon HP < 50% | Python 3.x | This condition is true when any friendly superweapon rooms has less than 50% HP |
Friendly Room HP > 50% | Python | This condition is true when any friendly rooms has more than 50% HP |
Your Superweapon HP > 50% | Python 3.x | This condition is true when any friendly superweapon has more than 50% HP |
Friendly Room HP < 75% | Python 2.0 | This condition is true when any of your rooms has less than 75% HP |
Your Superweapon HP < 75% | Python 3.x | This condition is true when any friendly superweapon has less than 75% HP |
Friendly Room HP > 75% | Python 2.0 | This condition is true when any friendly rooms has more than 75% HP |
Your Superweapon HP > 75% | Python 3.x | This condition is true when any friendly superweapon has more than 75% HP |
Friendly Room HP < 100% | - | This condition is true when any of your rooms has sustained damage |
Your Superweapon HP < 100% | Python 3.x | This condition is true when any friendly superweapon rooms has sustained damage |
Friendly Room has Full HP | Python 2.0 | This condition is true when any friendly room's HP is at maximum |
Your Superweapon has Full HP | Python 3.x | This condition is true when any friendly superweapon HP is at maximum |
Your Radar Room HP < 50% | Python 2.0 | This condition is true when any friendly Radar type rooms has less than 50% HP |
Your Radar Room HP < 100% | Python 2.0 | This condition is true when any friendly Radar type rooms has sustained any damage |
Your Reactor Room HP < 25% | Python | This condition is true when any friendly Reactor type rooms has less than 25% HP |
Your Reactor HP < 50% | Python | This condition is true when any friendly Reactor type rooms has less than 50% HP |
Your Reactor Room HP < 75% | Python | This condition is true when any friendly Reactor type rooms has less than 75% HP |
Your Reactor HP < 100% | - | This condition is true when any friendly Reactor type rooms has sustained any damage |
Friendly Reactor Has No Power Output | Quantum Programming | This condition is true when a friendly reactor room has no power output. |
Friendly Reactor Has Power Output | Quantum Programming | This condition is true when a friendly reactor room has power output. |
Friendly Reactor Power Output < 25% | Quantum Programming | This condition is true when a friendly reactor room has less than 25% power output. |
Friendly Reactor Power Output > 25% | Quantum Programming | This condition is true when a friendly reactor room has more than 25% power output. |
Friendly Reactor Power Output < 50% | Quantum Programming | This condition is true when a friendly reactor room has less than 50% power output. |
Friendly Reactor Power Output > 50% | Quantum Programming | This condition is true when a friendly reactor room has more than 50% power output. |
Friendly Reactor Power Output < 75% | Quantum Programming | This condition is true when a friendly reactor room has less than 75% power output. |
Friendly Reactor Power Output > 75% | Quantum Programming | This condition is true when a friendly reactor room has more than 75% power output. |
Friendly Reactor Has Max Power Output | Quantum Programming | This condition is true when a friendly reactor room has maximum power output. |
Your Shield Room HP < 50% | Python | This condition is true when any friendly Shield type rooms has less than 50% HP |
Your Shield Room HP < 100% | - | This condition is true when any friendly Shield type rooms has sustained any damage |
Your Cloak Room HP < 50% | Python 2.0 | This condition is true when any friendly Cloak type rooms has less than 50% HP |
Your Cloak Room HP < 100% | Python 2.0 | This condition is true when any friendly Cloak type rooms has sustained any damage |
Your Cloak Room has Full HP | Python 2.0 | This condition is true when any friendly Cloak type room's HP is at maximum |
Your Teleport Room HP < 50% | Python | This condition is true when any friendly Teleport type rooms has less than 50% HP |
Your Teleport Room HP < 100% | Python | This condition is true when any friendly Teleport type rooms has sustained any damage |
Your Security Room HP < 50% | Python | This condition is true when any friendly Security type rooms has less than 50% HP |
Your Security Room HP < 100% | Python | This condition is true when any friendly Security type rooms has sustained any damage |
You have deployed craft(s) | Python | This condition is true when there are friendly crafts currently active in battle |
You have no deployed craft(s) | Python | This condition is true when there are no friendly crafts currently active in battle |
Enemy Android Room HP > 0% | Python | This condition is true when any enemy Android type rooms has HP remaining |
Enemy AntiCraft Room HP > 0% | Python | This condition is true when any enemy Anti-craft type rooms has HP remaining |
Enemy Anti-Teleport HP > 0% | - | This condition is true when any enemy Anti-Teleport type weapon rooms has HP remaining |
Enemy Booster Room HP > 0% | - | This condition is true when any enemy Booster type rooms has HP remaining |
Enemy Cannon HP > 0% | Python 2.0 | This condition is true when any enemy Cannon type rooms has HP remaining |
Enemy Hangar HP > 0% | Python | This condition is true when any enemy Hangar type rooms has HP remaining |
Enemy Engine Room HP > 0% | - | This condition is true when any enemy Engine type rooms has HP remaining |
Enemy Laser HP > 0% | - | This condition is true when any enemy ammo-less type weapon rooms has HP remaining |
Enemy Medical Room HP > 0% | Python 2.0 | This condition is true when any enemy Medical type rooms has HP remaining |
Enemy Missile Room HP > 0% | - | This condition is true when any enemy Missile type rooms has HP remaining |
Enemy Room Is EMPed | Impossible Technology | This condition is true when one of enemy rooms is under the EMP effect |
Enemy Room Has Enemy Crew | Impossible Technology | This condition is true when any enemy room has enemy crews targeting it |
Enemy Room Has No Enemy Crew | Impossible Technology | This condition is true when any enemy room has no enemy crews targeting it |
Enemy Room Is On Fire | Impossible Technology | This condition is true when one of enemy rooms is on fire |
Enemy Room Has Friendly Crew | Python 3.x | This condition is true when any enemy room has friendly crews targeting it |
Enemy Room Has No Friendly Crew | Python 3.x | This condition is true when any enemy room has no friendly crews targeting it |
Enemy Room Destroyed | Python 3.x | This condition is true when any enemy room has no HP remaining |
Enemy Room HP > 0% | - | This condition is true when any enemy room has HP remaining |
Enemy Superweapon HP > 0% | Python 3.x | This condition is true when any enemy superweapon rooms has HP remaining |
Enemy Room HP < 25% | Python 2.0 | This condition is true when any enemy rooms has less than 25% HP |
Enemy Superweapon HP < 25% | Python 3.x | This condition is true when any enemy superweapon has less than 25% HP |
Enemy Room HP > 25% | Python 2.0 | This condition is true when any enemy rooms has more than 25% HP |
Enemy Superweapon HP > 25% | Python 3.x | This condition is true when any enemy superweapon has more than 25% HP |
Enemy Room HP < 50% | Python | This condition is true when any enemy rooms has less than 50% HP |
Enemy Superweapon HP < 50% | Python 3.x | This condition is true when any enemy superweapon has less than 50% HP |
Enemy Room HP > 50% | Python | This condition is true when any enemy rooms has more than 50% HP |
Enemy Superweapon HP > 50% | Python 3.x | This condition is true when any enemy superweapon has more than 50% HP |
Enemy Room HP < 75% | Python 2.0 | This condition is true when any enemy rooms has less than 75% HP |
Enemy Superweapon HP < 75% | Python 3.x | This condition is true when any enemy superweapon has less than 75% HP |
Enemy Room HP > 75% | Python 2.0 | This condition is true when any enemy rooms has more than 75% HP |
Enemy Superweapon HP > 75% | Python 3.x | This condition is true when any enemy superweapon has more than 75% HP |
Enemy Room HP < 100% | - | This condition is true when any enemy room has sustained any damage |
Enemy Superweapon HP < 100% | Python 3.x | This condition is true when any enemy superweapon has sustained any damage |
Enemy Room has Full HP | Python 2.0 | This condition is true when any enemy Room's HP is at maximum |
Enemy Superweapon has Full HP | Python 3.x | This condition is true when any enemy superweapon HP is at maximum |
Enemy Radar Room HP > 0% | Python 2.0 | This condition is true when any enemy Radar type rooms has HP remaining |
Enemy Reactor HP > 0% | - | This condition is true when any enemy Reactor type rooms has HP remaining |
Enemy Shield Room HP > 0% | - | This condition is true when any enemy Shield type rooms has HP remaining |
Enemy Cloak Room HP > 0% | Python 2.0 | This condition is true when any enemy Cloak type rooms has HP remaining |
Enemy Teleport Room HP > 0% | Python | This condition is true when any enemy Teleport type rooms has HP remaining |
Enemy Security Room HP > 0% | Python | This condition is true when any enemy Security type rooms has HP remaining |
Enemy Has Active Craft | Python | This condition is true when any enemy crafts are currently active in battle |
Enemy has no deployed craft(s) | Python | This condition is true when there are no enemy crafts currently active in battle |
Enemy Ship Has Cloak | Python 2.0 | This condition is true when opponent ship has active cloak |
Enemy Ship Has No Cloak | Python 3.x | This condition is true when opponent ship has no active cloak |
Enemy Ship Has Enemy Crew | Python 3.x | This condition is true when the enemy ship contains an enemy crew inside it |
Enemy Ship Has No Enemy Crew | Python 3.x | This condition is true when the enemy ship contains no enemy crews inside it |
Enemy Ship has no Evasion | - | This condition is true when opponent ship's remaining evasion charges is 0 |
Enemy Ship has Evasion | - | This condition is true when opponent ship's remaining evasion charges is more than 0 |
Enemy Ship Evasion < 25% | Python 2.0 | This condition is true when opponent ship has less than 25% remaining evasion charges |
Enemy Ship Evasion > 25% | Python 2.0 | This condition is true when opponent ship has more than 25% remaining evasion charges |
Enemy Ship Evasion < 50% | Python | This condition is true when opponent ship has less than 50% remaining evasion charges |
Enemy Ship Evasion > 50% | Python | This condition is true when opponent ship has more than 50% remaining evasion charges |
Enemy Ship Evasion < 75% | Python 2.0 | This condition is true when opponent ship has less than 75% remaining evasion charges |
Enemy Ship Evasion > 75% | Python 2.0 | This condition is true when opponent ship has more than 75% remaining evasion charges |
Enemy Ship Evasion < 100% | - | This condition is true when opponent ship does not have maximum evasion charges |
Enemy Ship has Full Evasion | - | This condition is true when opponent ship has maximum evasion charges |
Enemy Ship Has Friendly Crew | Python 3.x | This condition is true when the enemy ship contains a friendly crew inside it |
Enemy Ship Has No Friendly Crew | Python 3.x | This condition is true when the enemy ship contains no friendly crews inside it |
Enemy Ship HP < 25% | Python 2.0 | This condition is true when opponent ship has less than 25% of Starting HP |
Enemy Ship HP > 25% | Python 2.0 | This condition is true when opponent ship has more than 25% of Starting HP |
Enemy Ship HP < 50% | Python | This condition is true when opponent ship has less than 50% of Starting HP |
Enemy Ship HP > 50% | Python | This condition is true when opponent ship has more than 50% of Starting HP |
Enemy Ship HP < 75% | Python 2.0 | This condition is true when opponent ship has less than 75% of Starting HP |
Enemy Ship HP > 75% | Python 2.0 | This condition is true when opponent ship has more than 75% of Starting HP |
Enemy Ship HP < 100% | - | This condition is true when opponent ship's current HP is less than Starting HP |
Enemy Ship HP Undamaged | - | This condition is true when opponent ship has 100% of Starting HP |
Enemy Ship no Active Shields | - | This condition is true when opponent ship's shield HP is 0 |
Enemy Ship has Shields | - | This condition is true when opponent ship's shield HP is more than 0 |
Enemy Ship Shields < 25% | Python 2.0 | This condition is true when opponent ship has less than 25% Shield HP |
Enemy Ship Shields > 25% | Python 2.0 | This condition is true when opponent ship has more than 25% Shield HP |
Enemy Ship Shields < 50% | Python | This condition is true when opponent ship has less than 50% Shield HP |
Enemy Ship Shields > 50% | Python | This condition is true when opponent ship has more than 50% Shield HP |
Enemy Ship Shields < 75% | Python 2.0 | This condition is true when opponent ship has less than 75% Shield HP |
Enemy Ship Shields > 75% | Python 2.0 | This condition is true when opponent ship has more than 75% Shield HP |
Enemy Ship Shields < 100% | - | This condition is true when opponent ship has sustained any Shield damage |
Enemy Ship has Full Shields | - | This condition is true when opponent ship's shield HP is at maximum |