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Conditions are negative states that players can impose onto a target to limit what they can do. In S4 League, most conditions are physical with examples including throwing a player backwards or binding them in chains. Below is a list of conditions that players can inflict.

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  • Condition
  • Condition
  • Condition
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  • Conditions are negative states that players can impose onto a target to limit what they can do. In S4 League, most conditions are physical with examples including throwing a player backwards or binding them in chains. Below is a list of conditions that players can inflict.
  • Condition refers to your overall health and is affected by all positive and negative impacts towards the player. Reaching 0% Condition results in death. Condition can be lost immediately through Injuries, or indirectly through afflictions or deficiencies in needs (Warmth, Fatigue, Thirst, Hunger).
  • The most common personal conditions found in Fallout 3, Fallout: New Vegas, and Fallout 4 are poisons from Chems or from the environment, and damage from combat. Fallout 4 is currently the only one in the Fallout series to include illnesses.
  • Conditions are not card effects. Unlike card effects, conditions cannot be negated.
  • Some abilities and effects have the chance of inflicting conditions, such as Poisoned, upon heroes and monsters. Additionally, some attacks have a File:Surge.png ability featuring a condition (such as Disease, Immobilize, Poison, or Stun). If the attack deals at least 1 File:Heart.png (after rolling defense dice), the target suffers the listed condition. When a hero is knocked out, they discard any condition they might have.
  • Condition is a gameplay element gradually introduced during the development process for Random Kingdom VXR. It refers to defeating an enemy in a certain fashion or meeting certain requirements during the fight before defeating that enemy. If such a "Condition" is met, additional functionality is triggered upon defeat of the enemy. Often, the condition needed to trigger this effect is at least vaguely related to the enemy's Class. Some enemies have more than one condition, often mutually exclusive, forcing the player to pick a route.
  • Plane condition is a measure of the everyday wear and tear on your plane. The feature was first introduced in Skyrates 2.5. Most activities will reduce condition, e.g. trading, fighting manual or auto-resolved combats, taking missions and landing/taking off. The rate of reduction is not equal across activities and can be slowed by hiring Mechanics or levels in Perception.
  • In the second edition of the Chronicles of Darkness ("New World of Darkness") rules, Conditions are states which affect a character either over the short term or long term. Many Conditions can be resolved, others expire on their own, while still others may be permanent states. They replace mechanics such as Derangements, Flaws and other persistent detrimental effects in the previous edition of the Storytelling System. Conditions are similar to Tilts, but Tilts are specific to combat situations. While Storytellers and players are encouraged to make up their own, standard Conditions are provided.
  • An attachment that indicates that some condition has been met. Conditions are used by National Objectives and Victory Conditions through triggers, as well as many other uses. The condition is tested during the attached player's turn. values: any objectiveAttachment or conditionAttachment, can be any player's attachment It can be in a delimited list of attachments for an AND relationship. (attachments must have unique names!)
  • thumb|340px|Abb.1: Erst 2 von 4 Bedingungen sind erfüllt thumb|340px|Abb.2: Bedingung nicht erfüllt thumb|340px|Abb.3: Bedingung erfüllt Bei einigen Puzzles gibt es Bedingungen (Conditions), die alle erfüllt sein müssen, bevor der Score akzeptiert wird.Nach einem Klick auf das kleine, weiße Dreieck neben "X condition(s) not met" wird ein Fenster mit einer Liste der Bedingungen geöffnet. (Abb.1) Setzt man vor Show ein Kreuz, wird die jeweilige Bedingung - z.B. durch ein farbiges Leuchten - im Protein angezeigt.
  • Conditions are negative status effects that are placed upon a character either by a skill or by their environment. A single character can only be affected by a single instance of a particular condition at a time, though re-imposing a condition will reset its duration. There are several spells from different professions than can remove conditions, with being the most effective. Several skills, particularly certain , only achieve their maximum effect if the target is already suffering from a condition. Each condition has a unique icon that shows up on the Effects Monitor, additionally, a creature suffering from a condition has a brown down arrow at the right end of their health bar. Non-fleshy creatures are immune to the bleeding, disease and poison conditions and spirits are immune to all c
  • You only lose stats if you are weak. You lose 1 stat each catergory each day you are weak or lower. Fit Exhausted Weak Skinny Bony Dying Dead Eat 1 food point day 1 (fit), state drop to exhausted, no stat loss. Eat 1 food point day 2, state drops to weak, 1 stat point each category loss. However: Day 1 (fit) eat 1 food point, drop to exhausted, no stat loss. Day 2 (exhausted) eat 2 food points, no stat loss. Day 3 (fit again) eat 1 food point, drop to exhausted, ect ect ect.... Credit to anto_capone
  • Conditioning is a way to add a temporary increase to attributes of weapons and armor. Depending on the item, there are levels of conditioning that can be added. Hovering the cursor over an item will show the item's tooltip. If an item can be conditioned, an energy bar is found below the Manastone sockets, with the levels available, and the effects that are gained. Items that have been armsfused can still be conditioned, as the items do not lose the ability to be conditioned. The attributes will stack, and players get the benefits of all of the bonus effects.
  • Les Conditions sont des effets variés qui peuvent être placés sur le personnage, les mercenaires, les héros mais aussi les familiers, les serviteurs, les personnages non joueur et les ennemis. Ceux-ci en souffrent pendant une certaine durée avant que la condition ne s'estompe. Elles peuvent faire perdre de la vie, ralentir, affaiblir... Les conditions vous affectant sont représentées par des petites icônes dans un cadre marron en haut de votre écran. Vous pouvez également vous apercevoir qu'un de vos alliés ou qu’un ennemi souffre d'une condition au petit triangle inversé marron qui "orne" leur barre de vie dans la fenêtre de groupe (raccourci par défaut : 'P' ). Certaines condition changent également la couleur de cette barre de vie. Enfin certaines conditions provoquent des effets visibl
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abstract
  • Conditions are negative states that players can impose onto a target to limit what they can do. In S4 League, most conditions are physical with examples including throwing a player backwards or binding them in chains. Below is a list of conditions that players can inflict.
  • Les Conditions sont des effets variés qui peuvent être placés sur le personnage, les mercenaires, les héros mais aussi les familiers, les serviteurs, les personnages non joueur et les ennemis. Ceux-ci en souffrent pendant une certaine durée avant que la condition ne s'estompe. Elles peuvent faire perdre de la vie, ralentir, affaiblir... Les conditions vous affectant sont représentées par des petites icônes dans un cadre marron en haut de votre écran. Vous pouvez également vous apercevoir qu'un de vos alliés ou qu’un ennemi souffre d'une condition au petit triangle inversé marron qui "orne" leur barre de vie dans la fenêtre de groupe (raccourci par défaut : 'P' ). Certaines condition changent également la couleur de cette barre de vie. Enfin certaines conditions provoquent des effets visibles sur les personnages comme la maladie qui les entoure d'une aura de brume verte et de... mouches !
  • Condition refers to your overall health and is affected by all positive and negative impacts towards the player. Reaching 0% Condition results in death. Condition can be lost immediately through Injuries, or indirectly through afflictions or deficiencies in needs (Warmth, Fatigue, Thirst, Hunger).
  • The most common personal conditions found in Fallout 3, Fallout: New Vegas, and Fallout 4 are poisons from Chems or from the environment, and damage from combat. Fallout 4 is currently the only one in the Fallout series to include illnesses.
  • You only lose stats if you are weak. You lose 1 stat each catergory each day you are weak or lower. Fit Exhausted Weak Skinny Bony Dying Dead Eat 1 food point day 1 (fit), state drop to exhausted, no stat loss. Eat 1 food point day 2, state drops to weak, 1 stat point each category loss. However: Day 1 (fit) eat 1 food point, drop to exhausted, no stat loss. Day 2 (exhausted) eat 2 food points, no stat loss. Day 3 (fit again) eat 1 food point, drop to exhausted, ect ect ect.... Eating 2 food points a day raises you 1 state of being. Eating 0 food points a day will drop you two states, eating 1 will drop you one. Credit to anto_capone
  • Plane condition is a measure of the everyday wear and tear on your plane. The feature was first introduced in Skyrates 2.5. Most activities will reduce condition, e.g. trading, fighting manual or auto-resolved combats, taking missions and landing/taking off. The rate of reduction is not equal across activities and can be slowed by hiring Mechanics or levels in Perception. Servicing your plane at the Hangar at any skyland or fuel platform will restore your plane to 100% condition and give you a temporary Lucky Cleaning bonus for every 20% repaired. You will lose one bonus for every 20% condition you lose. Any existing Lucky Cleaning bonuses you have will be removed upon servicing.
  • thumb|340px|Abb.1: Erst 2 von 4 Bedingungen sind erfüllt thumb|340px|Abb.2: Bedingung nicht erfüllt thumb|340px|Abb.3: Bedingung erfüllt Bei einigen Puzzles gibt es Bedingungen (Conditions), die alle erfüllt sein müssen, bevor der Score akzeptiert wird.Nach einem Klick auf das kleine, weiße Dreieck neben "X condition(s) not met" wird ein Fenster mit einer Liste der Bedingungen geöffnet. (Abb.1) Setzt man vor Show ein Kreuz, wird die jeweilige Bedingung - z.B. durch ein farbiges Leuchten - im Protein angezeigt. Wenn man als Evolver arbeitet, (Abb.2) muss man grundsätzlich den nächsten vollen Punkt erreichen, damit der Score akzeptiert wird. (Abb.3) Gleiches gilt für All-Hands-Puzzle. Beispiel: Steht der Score bei 9638.003 muss mindestens 9639.000 erreicht werden, bei einem Ausgangspunktestand von 9638.998 reicht es ebenfalls 9639.000 zu erzielen.
  • Conditions are not card effects. Unlike card effects, conditions cannot be negated.
  • Conditions are negative status effects that are placed upon a character either by a skill or by their environment. A single character can only be affected by a single instance of a particular condition at a time, though re-imposing a condition will reset its duration. There are several spells from different professions than can remove conditions, with being the most effective. Several skills, particularly certain , only achieve their maximum effect if the target is already suffering from a condition. Each condition has a unique icon that shows up on the Effects Monitor, additionally, a creature suffering from a condition has a brown down arrow at the right end of their health bar. Non-fleshy creatures are immune to the bleeding, disease and poison conditions and spirits are immune to all conditions except burning. Conditions include: * Image:Bleeding.jpg Bleeding, -3 Health degeneration * Image:Blind.jpg Blind, 90% chance to miss * Image:Burning.jpg Burning, -7 Health degeneration * Image:Cracked Armor.jpg Cracked Armor, -20 armor, minimum 60 armor * Image:Crippled.jpg Crippled, 50% slower movement * Image:Dazed.jpg Dazed, twice as long to cast spells, spells are easily interrupted * Image:Deep Wound.jpg Deep Wound, 20% less maximum health, 20% less healing on this character * Image:Disease.jpg Disease, -4 Health degeneration, contagious to all adjacent of the same species * Image:Poison.jpg Poison, -4 Health degeneration * Image:Weakness.jpg Weakness, 66% less damage dealt in combat, -1 to all attributes
  • An attachment that indicates that some condition has been met. Conditions are used by National Objectives and Victory Conditions through triggers, as well as many other uses. The condition is tested during the attached player's turn. values: any objectiveAttachment or conditionAttachment, can be any player's attachment It can be in a delimited list of attachments for an AND relationship. (attachments must have unique names!) Any condition which includes other conditions, is considered a meta-condition, and it must come AFTER any conditions that it includes.
  • Conditioning is a way to add a temporary increase to attributes of weapons and armor. Depending on the item, there are levels of conditioning that can be added. Hovering the cursor over an item will show the item's tooltip. If an item can be conditioned, an energy bar is found below the Manastone sockets, with the levels available, and the effects that are gained. Items that have been armsfused can still be conditioned, as the items do not lose the ability to be conditioned. The attributes will stack, and players get the benefits of all of the bonus effects. * Level of Conditioning – Shows both the current level and maximum possible level of Conditioning on an item. * Current State – Determines if an item is currently conditioned or not. (Grey = not; Green = active) * Conditioning Effects – Shows what additional attributes are gained by Conditioning an item.
  • Some abilities and effects have the chance of inflicting conditions, such as Poisoned, upon heroes and monsters. Additionally, some attacks have a File:Surge.png ability featuring a condition (such as Disease, Immobilize, Poison, or Stun). If the attack deals at least 1 File:Heart.png (after rolling defense dice), the target suffers the listed condition. When a hero is knocked out, they discard any condition they might have.
  • In the second edition of the Chronicles of Darkness ("New World of Darkness") rules, Conditions are states which affect a character either over the short term or long term. Many Conditions can be resolved, others expire on their own, while still others may be permanent states. They replace mechanics such as Derangements, Flaws and other persistent detrimental effects in the previous edition of the Storytelling System. Conditions are similar to Tilts, but Tilts are specific to combat situations. While Storytellers and players are encouraged to make up their own, standard Conditions are provided. Several sets of Condition Cards have been published in PDF and POD formats for easy reference during gameplay.
  • Condition is a gameplay element gradually introduced during the development process for Random Kingdom VXR. It refers to defeating an enemy in a certain fashion or meeting certain requirements during the fight before defeating that enemy. If such a "Condition" is met, additional functionality is triggered upon defeat of the enemy. Often, the condition needed to trigger this effect is at least vaguely related to the enemy's Class. Some enemies have more than one condition, often mutually exclusive, forcing the player to pick a route.
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