# If \[this\], then \[that\]. ITTT

**URL:** <https://forums.eveonline.com/t/if-this-then-that-ittt/77458>\
**Category:** Player Features & Ideas\
**Created:** [May 20, 2018, 10:26pm UTC](https://forums.eveonline.com/t/if-this-then-that-ittt/77458 "2018-05-20T22:26:59Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Solstice\_Projekt](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/solstice_projekt/32/503293_2.png) [@Solstice\_Projekt](https://forums.eveonline.com/u/Solstice_Projekt)\
**Post date:** [May 20, 2018, 10:26pm UTC](https://forums.eveonline.com/t/if-this-then-that-ittt/77458/1 "2018-05-20T22:26:59Z")

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We already have this in parts. More would be better.

An ITT is like a little, short script that gets executed when a specific Event happens. It is not unlike Filters, which help sorting our cargo bays, but better.

In a way we already have ITTTs in contracts, but it is well hidden. To give an example, I will turn a courier contract into “ITTT”.

We assume that some player, the contractee, accepted a contract containing an ITTT.

This ITTT gets executed as soon as [_Contractee_] adds something to the destination’s cargo bay. It got activated, waiting for execution, the moment the contractee accepted the courier contract.

> If [_Contractee_] has status [_docked_] at [_some station_], and has [_some item, or set of items_] in [_station’s cargo hold_], then [_exchange for ISK_].

This is what a courier contract does.  
Regular contracts are simpler:

> If [_Contractee_] has [_some item_] at [_some station_], then [_exchange for ISK_].

Automatic sorting:

> If [_station cargo hold_] has [_Corpse_], then [_move_] [_Corpse_] to [_container named “Corpses”_].

* * *

Player made missions.

Imagine I want to send a noob on a journey.

Some Character accepts a contract containing an ITTT. I will not go into designing such a contract’s looks, text, etc, just the core of it That which makes it happen:

> If [_Contractee_] [_scanned_] [_10 distinct_] [_wormholes_], then [_give ISK_].

* * *

Or maybe I want him to take a sight seeing tour:

If [_Contractee_] has visited [_List of Systems_] within [_48_] [_hours_], then [_give ISK_].

How about letting him find stuff?

All that the ITTT needs is access to the list of owned secure cans anchored in space.

> If [_Contractee_] opens [\*Secure Can “Winner”], then [_give item_].

* * *

SRP:

If [_Contractee_] has [_Lossmail_] of [_some specific Ship_] containing [_list of modules_], then [_give ISK_].

Sure, for this specific thing there would need to be an easy way to set up multiple contracts. An easy way out would be having a counter in contracts, which can be accepted multiple times by individual Characters. This is beyond the scope of this and not an issue for many other forms of ITTTs.

There are so many different problems, which all can be addressed this way, that I am absolutely sure that it would be amazing to have. The possibilities are virtualky limitless and the API data already provides TONS of the stuff we would need.

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**Author:** ![QuakeGod](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/quakegod/32/480339_2.png) [@QuakeGod](https://forums.eveonline.com/u/QuakeGod)\
**Post date:** [May 21, 2018, 12:53am UTC](https://forums.eveonline.com/t/if-this-then-that-ittt/77458/2 "2018-05-21T00:53:19Z")

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If [one day old toon] lasts for more than [30 seconds] in [Old Man Star] give [pat on the back]

Now, having said that, it’s not a bad idea in itself, but it would allow for even more subversive RMT.

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**Author:** ![Scipio\_Artelius](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/scipio_artelius/32/408264_2.png) [@Scipio\_Artelius](https://forums.eveonline.com/u/Scipio_Artelius)\
**Post date:** [May 21, 2018, 1:11am UTC](https://forums.eveonline.com/t/if-this-then-that-ittt/77458/3 "2018-05-21T01:11:38Z")

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> [@QuakeGod](#):
>
> but it would allow for even more subversive RMT

While this might be true, I don’t be see that as a reason to not put it in the game. In other words, the game designers and developers should add features that improve the game, and the security team should have systems independently to catch cheats.

With that, I like this suggestion. There have been options around player generated missions for a while and this is the best I’ve seen of those.

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**Author:** ![mkint](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mkint/32/14424_2.png) [@mkint](https://forums.eveonline.com/u/mkint)\
**Post date:** [May 21, 2018, 1:24am UTC](https://forums.eveonline.com/t/if-this-then-that-ittt/77458/4 "2018-05-21T01:24:21Z")

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I… don’t really see the point of this thread. CCP already has player made missions on the radar. I don’t know what this adds to the discussion.

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**Author:** ![Lugh\_Crow-Slave](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/lugh_crow-slave/32/441552_2.png) [@Lugh\_Crow-Slave](https://forums.eveonline.com/u/Lugh_Crow-Slave)\
**Post date:** [May 21, 2018, 2:35am UTC](https://forums.eveonline.com/t/if-this-then-that-ittt/77458/5 "2018-05-21T02:35:17Z")

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… whats wrong with the player made missions we already have?

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**Author:** ![system](https://global.discourse-cdn.com/eveonline/original/3X/4/1/41ec4921cbaca7a6f9ea556e7cc20018461eae5e.png) [@system](https://forums.eveonline.com/u/system)\
**Post date:** [August 19, 2018, 2:35am UTC](https://forums.eveonline.com/t/if-this-then-that-ittt/77458/6 "2018-08-19T02:35:17Z")

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