if / when condition parameters: Condition checks can support these parameters. Unless stated in a condition description, assume the user focus and target range can be controlled. value/type x: string Value = a specific card i.e "speed limit" or "flat tire". Type = a group of cards i.e "driving" or "critical hazard". If value is an empty string, it represents any value. Type must always be specified, can not be empty. values/types [x]: list Supports multiple values or types that can be used to meet the condition. If values is an empty list, it represents any values. Types must always be specified, can not be empty. user_focus: enum exclusive, dismiss, include If dismiss, the condition specifically focuses on targets. If include, it focuses on both user and targets. If exclusive, targets are ignored and it focuses only on the user. min targets: int at least this many targets must meet the condition for it to pass. If set to -1, min = number of targets in the game, and max is ignored. For example, with min of 3 targets, at least 3 targets must exist and pass the condition. max targets: int no more than this many targets must meet the condition for it to pass. If set to 0, min targets is ignored. If set to -1, max = number of targets in the game. For example, with max of 3 targets, at least 3 targets must exist and pass the condition. If more than three pass, the condition fails. players p: This is a reference to user and / or targets. This means both can be fully customized. if / when condition condition checks: int: after players p plays n1 cards of values [x] in the last n2 turns Note for devs: If each target should have its own usage count, make this condition for the user and for each target separately. Note for devs: If each card value should have its own usage count, make this condition for each value separately. if n1 is 0, the condition discourages the player from playing these cards n2 specifies the turn limit this condition has to be met. Setting to 0 disables the time limit, using the start of the race as the starting turn. examples: play 3 "out of gas" or "speed limits" in 1 turn For the number of targets, it combines their usage count. if n1 = 3, if one target has played two cards and another target has played 1, the condition should pass. int: after players p plays n1 cards of types [x] in last n2 turns Same as values [x] above. However uses card types instead of individual card values. Note for devs: If each card type should have its own usage count, make this condition for each type separately. bool: state of values [x] for players p is active This equals True if the user/target's vehicle has one or more of the specified values Active is a bool, True by default examples: the user is punctured, the user or 3/5 targets are not flattened bool: state of types [x] for players p is active Same as values [x] above. However uses card types instead of individual card values. bool: state of all values [x] for players p is active Same as state of values [x] for players p is active. However, all of the specified values must match the state. If one or more values do not match the state, this condition fails. bool: state of all types [x] for players p is active Same as values [x] above. However uses card types instead of individual card values. bool: players p is holding values [x] This equals True if the user/target is holding one or more of the specified values in their hand. Holding is a bool, True by default bool: players p is holding types [x] Same as values [x] above. However uses card types instead of individual card values. bool: players p is holding all values [x] Same as players p is holding values [x]. However, all of the specified values must match the state. If one or more values do not match the state, this condition fails. bool: players p is holding all types [x] Same as values [x] above. However uses card types instead of individual card values. if / when condition control: for n turns the effect lasts for this many turns at start of turn bool If all conditions are met the effect will automatically trigger at the start of turn. at end of turn bool If all conditions are met the effect will automatically trigger at the end of turn. if/ when condition effects: hand manipulation triggers: draw n cards discard n cards draw n, keep n, and discard the rest allow playing max of n cards # Doesn't support "at start" and "at end" of turn speed triggers: light speed reducer: reduce a milage card by 1/5 or 2/5 its original value. heavy speed reducer: reduce a milage card by 3/5 or 4/5 its original value. light speed booster: boost a milage card by 1/5 or 2/5 its original value. heavy speed booster: boost a milage card by 3/5 or 4/5 its original value. speed multiplier = n at position n health triggers: # 0 turns = permanent remove hazard x for n turns add hazard x for n turns remove all non-critical hazards for n turns add all non-critical hazards for n turns remove all critical hazards for n turns add all critical hazards for n turns remove remedy x for n turns add remedy x for n turns remove all non-critical remedies for n turns add all non-critical remedies for n turns remove all critical remedies for n turns add all critical remedies for n turns remove safety x for n turns add safety x for n turns remove all safeties for n turns add all safeties for n turns accessibility triggers: # 0 turns = permanent disable playing card x for n turns enable playing card x for n turns disable playing non-critical hazards for n turns enable playing non-critical hazards for n turns disable playing critical hazards for n turns enable playing critical hazards for n turns disable playing non-critical remedies for n turns enable playing non-critical remedies for n turns disable playing critical remedies for n turns enable playing critical remedies for n turns disable playing safeties for n turns enable playing safeties for n turns thematic triggers: set environment name x at position n set environment description x at position n set environment music x at position n set environment ambience x at position n speak text x at position n sacrifices: temporarily disable safety for very small perks such as gaining 2 200 mile cards. exchange safeties for powerups, reshuffle the safeties into the deck. tracks: Build a custom track that strictly controls effects and events. track section: start point: int end point: int environments: list on enter area triggers: list on turn cycle triggers: list on player turn start triggers: list on player turn end triggers: list on exit area triggers: list section environment: start point: int end point: int name: string description: string music loop: string ambience loop: string text events: list