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Classic triggers: every condition

All 23 conditions, for when you just need the name and what it does.

Explained in: Every condition

Conditions decide when a trigger fires. The 23 below are all of them - there are no others to find. The lesson explains the ideas; this page is for looking a name up.

The ones you will use constantly
AlwaysAlways true. This is what a trigger that must run every cycle uses.
BringHow many of a player's units are inside a location. The basis of pads and zone checks.
CommandHow many of a unit a player owns, anywhere on the map.
DeathsA death counter's value - in practice, your variable system.
SwitchWhether a named switch is set.
KillHow many of a unit type a player has killed.
Elapsed TimeSeconds since the game began.
NeverAlways false. Used to switch a trigger off without deleting it.
Resources and score
AccumulateWhether a player has gathered a given amount of minerals or gas.
ScoreWhether a player's score has reached a figure.
Most ResourcesWhether this player holds the most resources.
Least ResourcesWhether this player holds the fewest resources.
Highest ScoreWhether this player has the highest score.
Lowest ScoreWhether this player has the lowest score.
Comparisons between players
Command the MostWhether this player commands the most of a unit type.
Command the Most AtThe same, but counted inside a location.
Command the LeastWhether this player commands the fewest of a unit type.
Command the Least AtThe same, but counted inside a location.
Most KillsWhether this player has the most kills of a unit type.
Least KillsWhether this player has the fewest kills of a unit type.
The rest
Countdown TimerHow much time is left on the countdown timer.
OpponentsHow many opposing players remain.
MemoryCompares a memory value directly. This is the EUD condition ScmDraft 2 exposes, and it returns in the EUD module.

All conditions must be true together. There is no OR - if you need “A or B”, write two triggers.