Post by Zensi on Aug 8, 2020 5:40:27 GMT
condition | OrderIndex |
---|---|
This condition is true when opponent ship has less than 25% HP | 0 vs 2 |
This condition is true when opponent ship has less than 50% HP | 0 vs 4 |
This condition is true when opponent ship has sustained any damage | 0 vs 8 |
This condition is true when opponent ship has more than 50% HP | 0 vs 5 |
This condition is true when your ship has less than 25% HP | 0 vs 2 |
This condition is true when your ship has less than 50% HP | 0 vs 4 |
This condition is true when your ship has sustained any damage | 0 vs 8 |
This condition is true when your ship has more than 50% HP | 0 vs 5 |
This condition is true when opponent ship's shield HP is more than 0 | 0 vs 1 |
This condition is true when opponent ship's shield HP is at maximum | 0 vs 9 |
This condition is true when your ship's shield HP is more than 0 | 0 vs 1 |
This condition is true when your ship's shield HP is at maximum | 0 vs 9 |
This condition is true when any enemy room has HP remaining | 0 vs 1 |
This condition is true when any of your rooms has sustained damage | 0 vs 8 |
This condition is true when any enemy Engine type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy Shield type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy Missile type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy Teleport type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy Reactor type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy ammo-less type weapon rooms has HP remaining | 0 vs 1 |
This condition is true when any friendly ammo-less type weapon rooms has sustained damage | 0 vs 8 |
This condition is true when any friendly ammo-less type weapon rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly Shield type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Shield type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly Engine type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Engine type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly Missile type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Missile type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly Teleport type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Teleport type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly Reactor type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Reactor type rooms has less than 50% HP | 0 vs 4 |
This condition is true when the subject has sustained any damage | 0 vs 8 |
This condition is true when the subject has less than 50% HP | 0 vs 4 |
This condition is true when the subject has less than 25% HP | 0 vs 2 |
This condition is true when any friendly Hangar type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Hangar type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any enemy Hangar type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy Anti-craft type rooms has HP remaining | 0 vs 1 |
This condition is true when any friendly Anti-craft type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Anti-craft type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly Medical type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Medical type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any enemy Medical type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy Cannon type rooms has HP remaining | 0 vs 1 |
This condition is true when any friendly Cannon type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Cannon type rooms has less than 50% HP | 0 vs 4 |
This condition is true when the currently targeted room has sustained any damage | 0 vs 8 |
This condition is true when the currently targeted room has no enemy crews targeting it | 0 vs 1 |
This condition is true when the currently targeted room has friendly crews targeting it | 0 vs 2 |
This condition is true when the currently targeted room has no friendly crews targeting it | 0 vs 3 |
This condition is true when any enemy Security type rooms has HP remaining | 0 vs 1 |
This condition is true when any friendly Security type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Android type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Android type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any enemy Android type rooms has HP remaining | 0 vs 1 |
This condition is true when there are no enemy crafts currently active in battle | 0 vs 1 |
This condition is true when there are no friendly crafts currently active in battle | 0 vs 1 |
This condition is true when any friendly Cloak type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Cloak type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly Radar type rooms has sustained any damage | 0 vs 8 |
This condition is true when any friendly Radar type rooms has less than 50% HP | 0 vs 4 |
This condition is true when any enemy Radar type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy Cloak type rooms has HP remaining | 0 vs 1 |
This condition is true when any enemy rooms has more than 50% HP | 0 vs 5 |
This condition is true when any enemy rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly rooms has less than 50% HP | 0 vs 4 |
This condition is true when any friendly rooms has more than 50% HP | 0 vs 5 |
This condition is true when any enemy rooms has less than 25% HP | 0 vs 2 |
This condition is true when any friendly rooms has less than 25% HP | 0 vs 2 |
This condition is true when the currently targeted room's HP is at maximum | 0 vs 9 |
This condition is true when the currently targeted room has more than 50% HP | 0 vs 5 |
This condition is true when any friendly room's HP is at maximum | 0 vs 9 |
This condition is true when any enemy Room's HP is at maximum | 0 vs 9 |
This condition is true when the currently targeted room has HP remaining | 0 vs 1 |
This condition is true when any enemy room has sustained any damage | 0 vs 8 |
This condition is true when the currently targeted room has less than 50% HP | 0 vs 4 |
This condition is true when opponent ship has less than 75% HP | 0 vs 6 |
This condition is true when your ship has less than 75% HP | 0 vs 6 |
This condition is true when the subject has less than 75% HP | 0 vs 6 |
This condition is true when the subject has more than 25% HP | 0 vs 3 |
This condition is true when the subject has more than 50% HP | 0 vs 5 |
This condition is true when opponent ship has full HP. | 0 vs 9 |
This condition is true when your ship's HP is full. | 0 vs 9 |
This condition is true when any enemy rooms has less than 75% HP | 0 vs 6 |
This condition is true when any of your rooms has less than 75% HP | 0 vs 6 |
This condition is true when the currently targeted room has less than 75% HP | 0 vs 6 |
This condition is true when the subject's HP is at maximum | 0 vs 9 |
This condition is true when opponent ship has more than 25% HP | 0 vs 3 |
This condition is true when opponent ship has more than 75% HP | 0 vs 7 |
This condition is true when your ship has more than 25% HP | 0 vs 3 |
This condition is true when your ship has more than 75% HP | 0 vs 7 |
This condition is true when any enemy rooms has more than 25% HP | 0 vs 3 |
This condition is true when any friendly rooms has more than 25% HP | 0 vs 3 |
This condition is true when the subject has more than 75% HP | 0 vs 7 |
This condition is true when any enemy rooms has more than 75% HP | 0 vs 7 |
This condition is true when any friendly rooms has more than 75% HP | 0 vs 7 |
This condition is true when the currently targeted room has more than 75% HP | 0 vs 7 |
This condition is true when the currently targeted room has less than 25% HP | 0 vs 2 |
This condition is true when the currently targeted room has more than 25% HP | 0 vs 3 |
This condition is true when any friendly room has HP remaining | 0 vs 1 |
This condition is true when the subject's current room has sustained damage | 0 vs 8 |
This condition is true when the subject's current room has less than 50% HP | 0 vs 4 |
This condition is true when the subject's current room has more than 50% HP | 0 vs 5 |
This condition is true when the subject's current room has less than 25% HP | 0 vs 2 |
This condition is true when the subject's current room HP is at maximum | 0 vs 9 |
This condition is true when the subject's current room has friendly crews targeting it | 0 vs 1 |
This condition is true when the subject's current room has less than 75% HP | 0 vs 6 |
This condition is true when the subject's current room has more than 25% HP | 0 vs 3 |
This condition is true when the subject's current room has more than 75% HP | 0 vs 7 |
This condition is true when the subject's current room has HP remaining | 0 vs 1 |
This condition is true when the subject's starting room has sustained damage | 0 vs 8 |
This condition is true when the subject's starting room has less than 50% HP | 0 vs 4 |
This condition is true when the subject's starting room has more than 50% HP | 0 vs 5 |
This condition is true when the subject's starting room has less than 25% HP | 0 vs 2 |
This condition is true when the subject's starting room HP is at maximum | 0 vs 9 |
This condition is true when the subject's starting room has friendly crews targeting it | 0 vs 1 |
This condition is true when the subject's starting room has less than 75% HP | 0 vs 6 |
This condition is true when the subject's starting room has more than 25% HP | 0 vs 3 |
This condition is true when the subject's starting room has more than 75% HP | 0 vs 7 |
This condition is true when the subject's starting room has HP remaining | 0 vs 1 |
This condition is true when any enemy superweapon rooms has HP remaining | 0 vs 1 |
This condition is true when any friendly superweapon rooms has sustained damage | 0 vs 8 |
This condition is true when any friendly superweapon rooms has less than 50% HP | 0 vs 4 |
actions | OrderIndex |
---|---|
Set Maximum Power | 0 vs 4 |
Set Zero Power | 0 vs 5 |
Decrease Power By 1 | 0 vs 1 |
Set Dearest Items | 0 vs 1 |
Target Condition Room | 0 vs 1 |
Set Highest System Damage | 0 vs 2 |
Set Highest Hull Damage | 0 vs 4 |
Set Highest EMP | 0 vs 8 |
Set Highest Character Damage | 0 vs 3 |
Set Highest Fire Items | 0 vs 7 |
Set Highest AP Damage | 0 vs 6 |
Set Highest Shield Damage | 0 vs 5 |
Set Power To 1 | 0 vs 2 |
Set Item to None | 0 vs 9 |
Set Power To 2 | 0 vs 3 |
Do Not Use Special Power | 0 vs 1 |
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