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What is the general consensus on how detailed a Sprite command can be? I know Sprite tasks aren't spent until the Technomancer changes the command, but does having conditional modifiers like "if" or "if/else" statements or specific details to objectives count as multiple Tasks? Can stuff like that count as a single Task until you give it other conditions, or would any change in activity count as a spent Task? Also, does a single task limit the sprite to use of a single Complex Form or Power, or can they use as many as they need to continue performing a task?

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The FAQ suggests 140 characters commands for drones, and this works well for Sprites (and Spirits) too. –  Cristol.GdM Jul 25 '13 at 22:26
@Scrollmaster twitter-style sprite programming? I like it! –  Jeor Mattan Jul 26 '13 at 8:20
From what I understand, doing a specific task or using a specific CF/Power counts as a task; if you tell the Sprite to "Clear that node", and it clears the node using a variety of CF's and Powers, that's a single task nonetheless. –  Kyle Willey Aug 2 '13 at 2:59
@Kyle: Ok, so how about this: I have a Sleuth sprite. I give it the command "Find the origin of data trails I indicate. Cookie the source if you can". Following this, I give it something to follow, and in following its orders it makes use of Browse, Analyze, Track, Exploit, and Traceroute, until it finds whoever left the data signature I indicated and cookies it. Does that all count as one task? Does telling it to find something else under the same conditions count as another task, or not unless I change the specifics of its original command? –  Cobalt Aug 4 '13 at 21:26
I'd make it two; one for finding the origin, one for placing the cookie. You'd have to give it all its orders in one burst; you change them and you need another task (unless it hasn't started its work yet). Of course, you may be able to get it down to one command if you say "Mark the source of these data trails.", but that'll mean that the sprite will try to mark regardless of concern for likelihood of success or failure. –  Kyle Willey Aug 5 '13 at 2:38

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I need to look in the book (so expect an edit later) but the way I view sprite tasks is sort of a "Do While" loop. It'll execute its task until preset conditions are met. Rather than give it multiple sets of commands, to me it would only make sense to have subsidiary sprites to deal with interfering tasks.

Nested conditionals take a huge toll on the GM, especially if they are not technically minded towards following 4 step pseudocode much less priorities and algorithms.

Edit: Page 241 of the 20th Anniversary Edition book says...

Continuous use of a specific power, whether on a single target or a group, counts as only one task. If the parameters of a task are changed, another task is used. Engaging opponents in a single node in cybercombat only counts as one task, regardless of the number of foes involved.

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Additionally, Street Magic has a whole section on Spirits and tasks, that applies quite well to Sprites and tasks –  Cristol.GdM Jul 26 '13 at 13:51
My GM does have some understanding of logic functions, so I would probably be able to get away with maybe one or two simple "if" statements. I might need to talk to him about it more. Good points though, I'll have to take a look at those spirit command rules. –  Cobalt Jul 27 '13 at 14:46
When I have sprites I usually do this, with the addendum being that I also allow a "Wait Until" and "If Succeed/Fail" conditional, though the event that follows the succeed/fail conditional may be its own separate command. –  Kyle Willey Aug 1 '13 at 21:36

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