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Conditional

A Conditional Effect is control flow inside an Effect Pack: when it is applied it checks its conditions and applies its Then pack or its Else pack to the same target, with the same Source, Trigger Actor, Effector and custom Actors.

Use it whenever the outcome of one Effect depends on a condition — dash toward a foe if one is in sight, otherwise stay, set the bonus only if the caster is empowered, otherwise reset it to 0. It needs no extra Stat, no relation and no chain entry.

Create › Power › Effects › Types › Conditional

Fields​

FieldDescription
Apply TypePermanent (default): the chosen pack is applied once and lives on its own. Temporary: the chosen pack is stopped together with this Effect's Modifier, so a Conditional can sit in a pack that is removed later (a skill's while casting pack, an aura).
MatchAll: every condition must pass. Any: at least one must pass.
ConditionsThe checks, evaluated in order and stopping as soon as the result is known. No conditions means Then. See Condition below.
ThenThe Effect Pack applied when the conditions pass. Optional.
ElseThe Effect Pack applied when they fail. Optional.

A Conditional Effect has no Processor Id and needs no entry in any Process Definition: the Effect Controller resolves it directly.

Condition​

FieldDescription
Use Multi Stat CheckOff: check one Stat with a Single Stat Checker. On: check several Stats with a Multi Stat Checker.
Single Stat CheckerStat (Stat From: which Actor — Source, Target, Trigger Actor, Effector, World, Custom… — and which key) and a Single Stat Condition (or a Dynamic one, whose threshold comes from another Stat).
Multi Stat CheckerStats (several Stat From) and a Multi Stat Condition (Distance, Dot, Sum, Dif, Dispatcher…).
InvertPasses when the check fails.

See Stat Condition for the condition assets.

Things to know​

  • Order inside the pack matters. Effects placed before the Conditional in the same pack have already been applied, so a condition can read a Stat they just wrote.
  • Branches are packs, so a branch can hold any number of Effects — including another Conditional. Nesting is limited to 16 levels: a branch that leads back to its own Conditional is cut there and logged.
  • A missing Stat fails the check (and then Invert turns it into a pass).

Examples​

GoalSetup
Dash to the closest foe in sight, otherwise stayCondition: Actor Null Check on an Actor Stat filled by a Custom Actor (Closest In Sight). Then: the face-and-tween pack. Else: nothing.
Copy the caster's "next attack" bonus onto the projectile, or reset itIn the projectile's initializer pack. Condition: Source NextAttackBoost > 0. Then: Set the projectile's bonus Stat to the Source's value. Else: Set it to 0 (pooled projectiles keep old values).
Heal if below half health, otherwise gain a shieldCondition: Target Health with a Float condition ≤ 0.5 whose adapter is a Value As (Percentage Of Remain). Then: heal pack. Else: shield pack.