Rule conditions reference
A condition is the part of a rule that says when it applies: a buff level, a distance, a count, where your character is standing. This page lists every condition the Rule Editor offers, what it checks, and when you’d use it.
Some values only exist during a real gather or a replay. Where a row says a value can be unset, a rule that checks it won’t fire in the Simulator unless you type the value into the scenario, so test those rules on a recording in Test Bench too.
Buff Conditions
Section titled “Buff Conditions”| Condition | What it checks | Use it when |
|---|---|---|
| Buff Percent | Buff Percent reports the selected buff’s current fill. Its source may represent 30% as 30 or 0.3. | Most conditions use 0 to 100. Replay and depletion data may use 0 to 1. |
| Buff Stacks | Buff Stacks reports the current stack count for the selected stackable buff. | Conditions can react as the selected buff gains or loses stacks. |
| Buff Active | Buff Active becomes true while the selected timed buff or ability effect is running. | A positive reported buff percentage also makes this value true. |
Ability Conditions
Section titled “Ability Conditions”| Condition | What it checks | Use it when |
|---|---|---|
| Ability Active | Ability Active becomes true during the selected ability’s effect window, after it activates and before the effect ends. | Recharge time alone does not make this value true. |
| Ability Stacks | Ability Stacks reports the current recharge stacks for the selected stack-building ability. | Examples include Pop Star and Scorching Star stacks reported by the macro. |
| Flame Stack Sum | Flame Stack Sum combines Scorching Star and X-Flame stacks for red flame-token rules. | The default red profile uses this total to scale flame-token priority. |
| Seconds Since Pulse | Seconds Since Pulse counts time since the selected ability last activated or began its effect window. | Conditions can require a delay between ability-timed actions. |
| Pulse Seconds Remaining | Pulse Seconds Remaining counts down the selected ability’s active effect window and reaches zero when inactive. | Conditions can act before the current effect window ends. |
Timing
Section titled “Timing”| Condition | What it checks | Use it when |
|---|---|---|
| Seconds Since Return | Seconds Since Return counts time since the last Return to Sprinkler finished. | It needs session or replay timing data. Without it, the value is unset. |
| Seconds Idle | Seconds Idle counts time since the macro last picked a token. | It resets when the macro picks a token, not when it moves. Without timing data, the value is unset. |
| Seconds Since Collection | Seconds Since Collection counts time since the selected token class was last collected. | It needs per-class session timing data. Without it, the selected class is unset. |
| Seconds Since Action | Seconds Since Action counts time since the selected action last ran successfully. | It needs per-action session timing data. Without it, the selected action is unset. |
Position
Section titled “Position”| Condition | What it checks | Use it when |
|---|---|---|
| Distance From Sprinkler | Distance From Sprinkler reports how far the player is from the configured gathering spot, in studs. | Return rules and distance curves can react as the player moves farther away. |
| At Sprinkler | At Sprinkler becomes true while the player is inside the innermost sprinkler band. | The default band extends 8 studs from the configured gathering spot. |
| Player In Sprinkler Band | Player In Sprinkler Band becomes true while the player stands inside the selected sprinkler band. | Choose At, Gather, Force return, High value, or Near. Set each boundary in Field Zones. |
| Condition | What it checks | Use it when |
|---|---|---|
| Player In Zone | Player In Zone becomes true while the player stands inside the selected named Field Zone. | It isn’t available when the field also has an explicit sprinkler position. |
| Token In Zone | Token In Zone becomes true when the candidate token lies inside the selected named Field Zone. | The available names come from the active field’s Field Zones. |
Field State
Section titled “Field State”| Condition | What it checks | Use it when |
|---|---|---|
| Current Field | Current Field reports the field where the player is gathering, so rules can apply only in selected fields. | Field-specific conditions can match names such as Pepper Patch or Strawberry. |
| Cluster Priority | Cluster Priority totals base token priority within the selected distance of the player. | Higher values mean more base priority is concentrated near the player. |
| Cluster Token Count | Cluster Token Count estimates visible token density within the selected distance of the player. | Exact token positions also add neighboring pairs, so this result can exceed the visible token count. |
| Token Count | Token Count reports how many visible tokens match the selected class or high-value filter. | Any counts every visible token. High Value counts configured high-value classes. |
| Total Field Priority | Total Field Priority adds the base priority of every visible token on the field. | Distance, age, buffs, zones, and other score adjustments are not included. |
| Nearest Token Distance | Nearest Token Distance reports the closest high-value token’s distance from the player, in studs. | It only has a value for the High Value filter. An unfiltered value isn’t available. |
| Best Pick Strength | Best Pick Strength reports the highest base priority among visible tokens, before any score adjustments. | It does not report the winning token’s final score. |
| Movement Threshold | Movement Threshold is the minimum base priority Eco Mode requires before leaving the sprinkler. | The default is 10. A threshold curve can adjust it from another condition. |
| Eco Mode | Eco Mode becomes true when the macro uses its reduced token set and waits for worthwhile picks. | Eco token priorities apply, and picks below Movement Threshold are blocked. |
| Loot Mode | Loot Mode becomes true when loot tokens receive wider reach and nearby loot can override ordinary picks. | Default rules double Loot’s sprinkler reach and prioritize it within 80 studs of both player and sprinkler. |
Duped Detection
Section titled “Duped Detection”| Condition | What it checks | Use it when |
|---|---|---|
| Duped Detection Total | Duped Detection Total reports how many duped-field tokens vision detected when at least one is visible. | When there are no detections, the value is unset instead of zero. Configure precision requirements separately. |
Current Token
Section titled “Current Token”| Condition | What it checks | Use it when |
|---|---|---|
| Distance To Token | Distance To Token reports how far the token under consideration is from the player, in studs. | It reports the raw value. Walk scoring treats distances below 1 stud as 1. |
| Token Distance From Sprinkler | Token Distance From Sprinkler reports the token under consideration’s distance from the configured gathering spot, in studs. | It is unset at exactly zero. Sprinkler-band membership comes from field position. |
| Token In Sprinkler Band | Token In Sprinkler Band becomes true when the candidate lies inside the selected sprinkler band. | Choose At, Gather, Force return, High value, or Near. Set each boundary in Field Zones. |
| Token Age | Token Age counts seconds since vision first detected the token under consideration. | At exactly zero seconds, this value is unset. Older tokens may expire sooner. |
| Token Confirmed | Token Confirmed becomes true after two vision matches or an explicit confirmation signal. | Default high-value rules require confirmation before a token can override ordinary picks. |
| Can Reach In Time | Can Reach In Time reports the scenario’s reachability flag. Missing values are treated as true. | AI Studio doesn’t calculate this from travel time. Default scoring doesn’t skip tokens when it is false. |
| Nearby Token Count | Nearby Token Count is reserved for rules that measure density around a token, but it currently has no runtime value. | Rules using it remain unset. Use the player-centered Cluster Token Count instead. |
| Token Cluster Priority | Token Cluster Priority is reserved for rules that measure priority around a token, but it currently has no runtime value. | Rules using it remain unset. Use the player-centered Cluster Priority instead. |
Current Commitment
Section titled “Current Commitment”| Condition | What it checks | Use it when |
|---|---|---|
| Commitment Active | Commitment Active is true while the macro is moving to a token, returning to the sprinkler, waiting, or running a pattern. | Start an Interrupt rule only while work is in progress. |
| Commitment Kind | Commitment Kind is none, token, or action. | Separate token picks from returns, waits, patterns, and waypoint movements. |
| Committed Token Class | Committed Token Class names the token class the macro is moving toward. | Protect one token class with an Interrupt rule. It is unset for actions. |
| Committed Action | Committed Action names the scripted action underway, such as Return to Sprinkler or Wait. | Protect a return, wait, pattern, or waypoint movement. It is unset for token picks. |
| Seconds On Commitment | Seconds On Commitment counts time since the current move, return, or wait began. | Give a new commitment a short grace period before it can change. |
| Studs Traveled | Studs Traveled counts how far the player has walked since the commitment started. | Require the macro to make progress before an interrupt can happen. |
| Distance Remaining | Distance Remaining reports how many studs remain to the commitment destination. | Keep a near-finished movement from changing. |
| Commitment Progress | Commitment Progress reports the fraction of the route already completed. | Compare an Interrupt rule against the current route progress. |
| Commitment Score | Commitment Score is the current target’s live pick score. | Compare it with a challenger’s score in an ordinary-token margin rule. |
| Commitment Preempt Tier | Commitment Preempt Tier is none for an ordinary target and a tier value for High Value or return behavior. | Ensure a score-advantage condition runs only for ordinary targets. |
| Uninterruptible | Uninterruptible is true when the commitment was marked Cannot be interrupted. | Check the action state while testing an Interrupt rule. External stop can still cancel it. |
| Is Commitment Target | Is Commitment Target is true for the token the macro is already moving toward. | Keep the current token from interrupting itself. |
| Pick Score | Pick Score is the challenger’s live score for an interrupt decision. | Use it with Commitment Score in an ordinary-token margin rule. |
| Token Preempt Tier | Token Preempt Tier is none for an ordinary challenger and a tier value for High Value or return behavior. | Ensure a score-advantage condition runs only for ordinary challengers. |
Interrupt Counters
Section titled “Interrupt Counters”| Condition | What it checks | Use it when |
|---|---|---|
| Interrupt Streak | Interrupt Streak counts consecutive commitments abandoned before a destination finishes. It resets when a collect, return, wait, or pattern finishes. | Stop repeated changes after several interrupts. |
| Interrupted Action Count | Interrupted Action Count totals mid-run interruptions for the selected action during this session. | Limit how often a return, wait, pattern, or waypoint movement is replaced. |
| Interrupted Token Count | Interrupted Token Count totals interruptions for the selected token class during this session. | Limit how often the macro leaves one token class. |
| Score Advantage vs Current Target | Score Advantage compares the challenger score to the commitment score. It is unset when either side uses a preemption tier. | Set a margin for ordinary-token changes. The shipped rule uses ×1.5. |
| Margin Required | Margin Required is the dynamic score-advantage threshold when a rule uses it. | Compare an ordinary-token margin to the threshold your rule uses. |
Related
Section titled “Related” Token rules and High Value Add a token rule and choose its conditions.
Interrupt rules Use Current Commitment and Interrupt Counters conditions to protect work in progress.
Actions and action rules Use the same condition system for movement actions.
Shape your field with Field Zones Create the named zones that zone conditions can test.