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
- Achievements — the achievement editor's Conditions tab, Auto-Grant Conditions. The achievement is awarded the moment a player meets them.
- Milestones — the milestone builder's Conditions drawer. Its Threshold conditions sit alongside the required milestones, achievements and key item, and a player who doesn't meet them sees the milestone as locked.
- Certificates — each certificate unlocks by its own conditions, and a locked one tells the player what's still missing.
- Garden Tasks — a task whose trigger is The player meets a set of conditions completes itself when they're met.
- Encounter groups — When the player is ready decides when a group can deal a hand.
- Evolving Tabi scenes — each row of a scene measures one condition, and its stages are the thresholds along it.
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:
- Open. A milestone, a certificate or an encounter group with no conditions is available from the start.
- Never automatic. An achievement with no Auto-Grant Conditions is only ever awarded some other way (by hand, by a milestone, a magic code or an encounter choice). A condition-triggered task with no conditions never fires.
The Condition Types
There are 17, listed here by the label you'll see in the picker:
- Level — the player's level.
- XP — their XP total.
- Journey Completion % — the share of the journey's required milestones they've finished. Optional milestones don't count toward it.
- Milestones Completed — how many milestones they've finished, optional ones included.
- Tabis Completed — how many Tabis they've finished.
- Tabi Progress % (pick a Tabi) — how far through one particular Tabi they are.
- Complete This Milestone — one particular milestone is finished.
- Complete This Tabi — one particular Tabi is finished.
- Item Shop Transactions — how many entries are on the player's transaction record. Despite the name, that's more than shop purchases: items received from milestones and Find Item steps, paid challenge attempts and encounter charges all count.
- Items Consumed — how many consumables they've used.
- Achievements Earned — how many achievements they hold.
- Guild Level — their guild's level, which comes from its members' average XP.
- Guild Members — how many players are in their guild. Staff in a guild don't count.
- Blooms Earned (all Skills) — their total Blooms.
- Blooms in One Skill (pick a Skill) — their Blooms in one skill.
- Blooms Received from Peers — Blooms other players endorsed or gifted them. Grants from staff don't count.
- Blooms Given to Others — Blooms they've endorsed or gifted to other players.
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
- Let rules do what rules can see. Anything the engine can measure should auto-grant, so you're not hand-awarding what a condition could.
- Use windows for momentum. "3 milestones this week" rewards a rhythm; "3 milestones ever" only rewards arriving.
- Make gates visible. Putting a rule on an achievement and requiring that achievement shows the player what they earned and why the next part opened.