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Conditions List🔗

Advancement: advancement🔗

This condition checks if the player has specified advancement. The only argument is the full name of the advancement. This includes the namespace, the tab and the name of the advancement as configured on your server. List of all vanilla advancements.

Example

advancement minecraft:adventure/kill_a_mob

Conjunction: and🔗

Conjunction of specified conditions. This means that every condition has to be met in order for conjunction to be true. Used only in complex alternatives, because conditions generally work as conjunction. Instruction string is exactly the same as in alternative.

Example

and has_helmet,has_chestplate,has_leggings,has_boots

Armor: armor🔗

The armor condition requires the player to wear an armor that has been specified in the items.yml file.

Example

armor helmet_of_concrete

Biome: biome🔗

This condition will check if the player is in specified biome. The only argument is the biome type.

Example

biome savanna_rock

Check conditions: check🔗

This condition allow for specifying multiple instruction strings in one, longer string. Each instruction must be started with ^ character and no other dividers should be used. The condition will be met if all inner conditions are met. It's not the same as and condition, because you can specify an instruction string, not a condition name.

Example

check ^tag beton ^item emerald:5 ^location 100;200;300;survival_nether;5 ^experience 20

Chest Item: chestitem🔗

persistent, static

This condition works in the same way as item condition, but it checks the specified chest instead of a player. The first argument is a location of the chest and the second one is the list of items defined in the same way as in item condition. If there is no chest at specified location the condition won't be met.

Example

chestitem 100;200;300;world emerald:5,sword

Conversation: conversation🔗

This condition will check if a conversation has an available starting option. If no starting option has a condition that returns true then this will return false.

Example

conversation innkeeper

Day of week: dayofweek🔗

It must be a specific day of the week that this condition returns true. You can specify either the english name of the day or the number of the day (1 being monday, 7 sunday,..).

Example

dayofweek sunday

Potion Effect: effect🔗

To meet this condition the player must have an active potion effect. There is only one argument and it takes values from this page: potion types.

Example

effect SPEED

Empty inventory slots: empty🔗

To meet this condition the players inventory must have the specified amount of empty slots or more. If you want to check for a specific amount (for example for a full inventory with 0 empty slots) you can append the equal argument.

Example

empty 5

Entities in area: entities🔗

persistent, static

This condition will return true only if there is a specified amount (or more) of specified entities in the specified area. There are three required arguments - entity type, location and range. Entities are defined as a list separated by commas. Each entity type (taken from here) can have an additional amount suffix, for example ZOMBIE:5,SKELETON:2 means 5 or more zombies and 2 or more skeletons. The location is defined as usual. The number after the location is the range around the location in which will be checked for these entities. You can also specify additional name: argument, with the name of the required entity. Replace all spaces with _ here. You can use marked: argument to check only for entities marked in spawn event.

Example

entities ZOMBIE:2 100;200;300;world 10 name:Deamon

Experience: experience🔗

This condition is met when the player has the specified amount of experience points. You can check for whole levels by adding the level argument.

Example

experience 30 level

Facing direction: facing🔗

Checks if the player is looking in the given direction. Valid directions are UP, DOWN, NORTH, EAST, WEST and SOUTH. Up and down start at a pitch of 60°.

Example

facing EAST

Fly: fly🔗

This will check if the player is currently flying (Elytra type of flight).

Example

fly

Game mode: gamemode🔗

This condition checks if the player is in a specified game mode. The first argument is the game mode, i.e. survival, creative, adventure.

Example

gamemode survival

Global point: globalpoint🔗

persistent, static

The same as point condition but it checks the amount for a global point category which has the same value for all players.

Example

globalpoint global_knownusers 100

Global tag: globaltag🔗

persistent, static

This requires a specific global tag to be set and works the same as normal tag condition.

Example

globaltag global_areNPCsAgressive

Item in Hand: hand🔗

This condition is met only when the player holds the specified quest item in their hand. The offhand will be checked instead of the main hand if the offhand keyword is added. Amount cannot be set here, though it may be checked with the item condition.

Example

hand SpecialSword
hand QuestShield offhand

Health: health🔗

Requires the player to have equal or more health than specified amount. The only argument is a number (double). Players can have 0 to 20 health by default (there are some plugins and commands which change the maximum) (0 means dead, don't use that since it will only be met when the player sees the red respawn screen).

Example

health 5.6

Height: height🔗

This condition requires the player to be below specific Y height. The required argument is a number or a location (for example 100;200;300;world). In case of location it will take the height from it and use it as regular height.

Example

height 16

Item in Inventory: item🔗

This condition requires the player to have all specified items in his inventory or backpack. You specify items in a list separated by commas (without spaces between!) Each item consists of its name and amount, separated by a colon. Amount is optional, so if you specify just item's name the plugin will assume there should be only one item.

Example

item emerald:5,gold:10

Journal entry: journal🔗

This condition will return true if the player has specified entry in his journal (internal name of the entry, like in journal.yml). The only argument is name of the entry.

Example

journal wood_started

Location: location🔗

It returns true only when the player is closer to specified location than the specified distance. Just two mandatory attributes - location and radius around it (can be a variable).

Example

location 100;200;300;survival_nether 5

Looking at a block: looking🔗

Checks if the player is looking at a block with the given location or material. You must specify either loc: optional (the location of the block) or type: optional as a block selector. You can also specify both.

Example

looking loc:12.0;14.0;-15.0;world type:STONE

Moon Cycle: mooncycle🔗

This condition checks the players moon cycle (1 is full moon, 8 is Waxing Gibbous) and returns if the player is under that moon. A list of phases can be found here.

Example

mooncycle 1

Objective: objective🔗

This conditions is very simple: it's true only when the player has an active objective. The only argument is the name of the objective, as defined in objectives.yml.

Example

objective wood

Alternative: or🔗

Alternative of specified conditions. This means that only one of conditions has to be met in order for alternative to be true. You just define one mandatory argument, condition names separated by commas. ! prefix works as always.

Example

or night,rain,!has_armor

Partial date: partialdate🔗

The current date must match the given pattern. You can specify the day of the month, the month or the year it must be that this condition returns true or combine them. You can also specify multiple days/months/years by just separating them by , or a interval by using -. If you have trouble understanding how this works have a look at the example.

The example is true between the 1st and the 5th or on the 20th of each month, but only in the year 2017.

Example

partialdate day:1-5,20 year:2017

Party: party🔗

To see details about parties read "Party" chapter in Reference section. This condition takes three optional arguments: every:, any: and count:. "Every" is a list of conditions that must be met by every player in the party. Any is a list of conditions that must be met by at least one player in a party (it doesn't have to be the same player, one can meet first condition, another one can meet the rest and it will work). Count is just a number, minimal amount of players in the party. You don't have to specify all those arguments, you can use only one if you want.

Example

party 10 has_tag1,!has_tag2 every:some_item any:some_location,some_other_item count:5

Permission: permission🔗

The player must have a specified permission for this condition to be met. The instruction string must contain permission node as the required argument.

Example

permission essentials.tpa

Point: point🔗

Requires the player to have amount of points equal to the specified category or more. There are two required arguments, first is the category (string), second is the amount (integer). You can also add optional argument equal to accept only players with exactly equal amount of points.

Example

point beton 20

Riding: riding🔗

This condition checks if the player rides the specified entity. any is also a valid input and matches any entity.

riding horse

Random: random🔗

persistent, static

This condition is met randomly. There is one argument: two positive numbers like 5-12. They mean something like that: "It will be true 5 times out of 12".

Example

random 12-100

Armor Rating: rating🔗

This one requires the player to wear armor which gives him specified amount of protection (armor icons). The first and only argument should be an integer. One armor point is equal to half armor icon in-game (10 means half of the bar filled).

Example

rating 10

Real time: realtime🔗

There must a specific (real) time for this condition to return true. You need to specify two times (formatted like hh:mm) separated by dash. If the first is before the second the time must be between these two, if its after the second the time must be later than the first and earlier than the second to return true.

Example

realtime 8:00-12:30

Scoreboard: score🔗

With this condition you can check if the score in a specified objective on a scoreboard is greater or equal to specified amount. The first argument is the name of the objective, second one is amount (an integer).

Example

score kills 20

Sneaking: sneak🔗

Sneak condition is only true when the player is sneaking. This would probably be useful for creating traps, I'm not sure. There are no arguments for this one.

Example

sneak

Tag: tag🔗

This one requires the player to have a specified tag. Together with ! negation it is one of the most powerful tools when creating conversations. The instruction string must contain tag name.

Example

tag quest_completed

Test for block: testforblock🔗

persistent, static

This condition is met if the block at specified location matches the given material. First argument is a location, and the second one is a block selector.

Example

testforblock 100;200;300;world STONE

Time: time🔗

There must be specific (Minecraft) time on the player's world for this condition to return true. You need to specify two hour numbers separated by dash. These number are normal 24-hour format hours. The first must be smaller than the second. If you want to achieve time period between 23 and 2 you need to negate the condition.

Example

time 2-23

Variable: variable🔗

This condition checks if a variable value matches given pattern. The first argument is a variable (with % characters). Second one is the pattern (for example, if you want to check if it's "word", the patter would simply be word, but if you want to check if it's a number (positive or negative) you would use -?\d+ pattern - -? means a dash or no dash, \d means any digit and + allows that digit to be repeated one or more times).

Example

variable %objective.var.price% -?\d+

Weather: weather🔗

There must be a specific weather for this condition to return true. There are three possible options: sun, rain and storm. Note that /toggledownfall does not change the weather, it just does what the name suggests: toggles downfall. The rain toggled off will still be considered as rain! Use /weather clear instead.

Example

weather sun

World: world🔗

This conditions checks if the player is in a specified world. The first argument is the name of a world.

Example

world world

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