← Back to docs
Setup Docs

Conditions — When Things Unlock

A condition is a rule about a player's progress: "reach level 5", "finish the Week 1 Tabi", "complete 3 milestones within 7 days". BLUERABBIT has one conditions engine, and the same rules drive several different things. Learn to write them in one place and you can write them anywhere.

Where Conditions Are Used

All Must Be Met

When something carries several conditions, every one has to be true. There's no "either/or": if you need two routes to the same outcome, build two things (two achievements, two encounter groups) with one rule set each.

Conditions only ever ask "has the player reached at least this much?" There's no "at or below". To react to a player falling under a line, like running out of energy or going into debt, use Consequences. That's also why BLOO and EP balances aren't condition types: a condition grants something permanent, and a balance can be spent a minute later.

When There Are No Conditions

It depends on the thing, and the difference is deliberate:

The Condition Types

There are 17, listed here by the label you'll see in the picker:

The two guild types read the whole team's progress rather than one player's, which is the point of them: a team moves a scene stage or unlocks a badge together.

Time Windows

Counters, and checks on one particular thing, can carry a rolling window: the within N days (optional) box on the condition row. "Milestones Completed, 3, within 7 days" counts only the last seven days, measured back from right now, continuously. Leave it blank to count the player's whole history.

The window is offered on Milestones Completed, Tabis Completed, Item Shop Transactions, Items Consumed, Achievements Earned, Blooms Received from Peers, Blooms Given to Others, Complete This Milestone and Complete This Tabi. It isn't offered on readings of the present moment (level, XP, percentages, guild standing, Blooms totals), because "your level in the last five days" isn't a question.

Timed Garden Tasks add a second kind of clock. A task with a countdown counts only what the player has done since they started it, so "complete 3 milestones" on a five-day task means three in their five days.

Writing Conditions

Achievements, certificates, tasks and encounter groups all use the same row editor. Add a condition row, pick a type from Select a condition..., then fill in what that type needs: a milestone, Tabi or Skill picker for the types that name one, a threshold, and the optional window. Remove a row with its trash button, and save.

The milestone Conditions drawer is simpler: one number box per type, with no pickers and no windows. The types that need a picker aren't offered there. Leave a box blank to skip it.

Evolving Tabi scenes have their own row-and-stage editor, built on the same engine; see Evolving Tabis & the Scene Builder.

When Conditions Are Checked

Every time a player's progress is recalculated. That happens on their own page loads and whenever anything changes their numbers, including someone else's action, such as a GM validating their work. If that earns them an achievement while they're not looking, the celebration waits for their next page.

Design Tips

Related