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Conditions ListπŸ”—

Has advancementπŸ”—

Context:
Syntax: advancement <name>
Description: Whether the player has the specified advancement.

The only argument is the name of the advancement. The namespace can be omitted for the minecraft default namespace. The name must be in the format as configured on your server.
List of all vanilla advancements.

Example
conditions:
  killedAllMobs: "advancement adventure/kill_all_mobs"
  killedAMob: "advancement minecraft:adventure/kill_a_mob"

ConjunctionπŸ”—

Context:
Syntax: and <conditions>
Description: The conjunction of the 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
conditions:
  hasArmor: "and has_helmet,has_chestplate,has_leggings,has_boots"

Is wearing armorπŸ”—

Context:
Syntax: armor <item>
Description: Whether the player is wearing the specified armor specified in the items section.

Example
conditions:
  armorHelmet: "armor helmet_of_concrete"

Is in biomeπŸ”—

Context:
Syntax: biome <biome>
Description: Whether the player is in the specified biome.

The only argument is the biome type.

Example
conditions:
  inSavannaRock: "biome savanna_rock"

Is burningπŸ”—

Context:
Syntax: burning
Description: Whether the player is on fire.

Example
conditions:
  isOnFire: "burning"

Check conditions inlineπŸ”—

Context:
Syntax: check <conditions>
Description: Allows you to specify multiple instructions in one long conjunctive instruction.

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

Are items in a chestπŸ”—

Context:
Syntax: chestitem <location> <items>
Description: Whether the specified items are in the specified chest.

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
conditions:
  emeraldsInChest: "chestitem 100;200;300;world emerald:5,sword"

Is conversation startableπŸ”—

Context:
Syntax: conversation <conversation>
Description: Whether the conversation has an available starting option.

If no starting option has a condition that returns true then this will return false.

Example
conditions:
  isInInnkeeperConv: "conversation innkeeper"

Is day of the weekπŸ”—

Context:
Syntax: dayofweek <day>
Description: Whether the current day of the week is the specified one.

You can specify either the english name of the day or the number of the day (1 being monday, 7 sunday,...).

Example
conditions:
  isSunday: "dayofweek sunday"

Has potion effectπŸ”—

Context:
Syntax: effect <effect>
Description: Whether the player has the specified potion effect.

There is only one argument and it takes values from this page: potion types.

Example
conditions:
  hasSpeed: "effect SPEED"

Has empty inventory slotsπŸ”—

Context:
Syntax: empty <amount>
Description: Whether the player has at least the specified amount of empty inventory slots.

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
conditions:
  hasFiveEmptySlots: "empty 5"

Are entities in areaπŸ”—

Context:
Syntax: entities <entities> <location> <range> [name] [marked]
Description: Whether there are at least the specified amount 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. You can use marked: argument to check only for entities marked in spawn action.

Example
conditions:
  daemonsSpawned: "entities ZOMBIE:2 100;200;300;world 10 name:Daemon"

Evaluate a conditionπŸ”—

Context:
Syntax: eval <expression>
Description: Evaluate the expression and checks the resulting condition.

This condition allows you to resolve an expression containing placeholders, and the result will then be interpreted again as a condition.

Example
conditions:
  simpleEval: "eval chestitem -288;64;357;World emerald:5"
  complexEval: "eval point ranking 5 %objective.settings.equal%" #(1)!
  1. This could evaluate to point ranking 5 equal and will be true if the player has 5 points in the ranking category. But the placeholder could also be empty, and it could be higher or equal to 5. This is not possible in a normal condition.

Has experienceπŸ”—

Context:
Syntax: experience <amount>
Description: Whether the player has the specified amount of experience levels.

You can also define decimal numbers, for example experience 1.5 will be met when the player has 1.5 or more experience levels. If you want to check for an absolute amount of experience points you can convert it to decimal levels.

Example
conditions:
  hasLevel30: "experience 30"
  hasLevel5dot5: "experience 5.5"

Is facing in a directionπŸ”—

Context:
Syntax: facing <direction>
Description: Whether the player is facing the specified direction.

Valid directions are UP, DOWN, NORTH, EAST, WEST and SOUTH. Up and down start at a pitch of 60Β°.

Example
conditions:
  lookingEast: "facing EAST"

Is flyingπŸ”—

Context:
Syntax: fly
Description: Whether the player is currently flying (Elytra type of flight).

Example
conditions:
  isFlying: "fly"

Is in gamemodeπŸ”—

Context:
Syntax: gamemode <gamemode>
Description: Whether the player is in the specified gamemode.

The first argument is the game mode, i.e. survival, creative, adventure.

Example
conditions:
  isInSurvival: "gamemode survival"

Has global pointπŸ”—

Context:
Syntax: globalpoint <category> <point>
Description: Whether the specified global point category has the specified amount of points.

Example
conditions:
  has100Users: "globalpoint global_knownusers 100"

Has global tagπŸ”—

Context:
Syntax: globaltag <tag>
Description: Whether the specified global tag is set.

Example
conditions:
  areNpcsAggressive: "globaltag global_areNPCsAggressive"

Has item in a handπŸ”—

Context:
Syntax: hand <item> [offhand]
Description: Whether the player holds the specified quest item in the 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
conditions:
  holdSword: "hand SpecialSword"
  holdShieldOffhand: "hand QuestShield offhand"

Has healthπŸ”—

Context:
Syntax: health <amount>
Description: Whether the player has at least the specified amount health.

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
conditions:
  has5dot6Health: "health 5.6"

Is below heightπŸ”—

Context:
Syntax: height <amount>
Description: Whether the player is below the specified 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
conditions:
  isBelow16: "height 16"

Has hungerπŸ”—

Context:
Syntax: hunger <amount>
Description: Whether the player has at least the specified amount of hunger.

If the hunger level is below 7, the player cannot sprint.

Example
conditions:
  has15orMoreHunger: "hunger 15"

Is in conversationπŸ”—

Context:
Syntax: inconversation [conversation]
Description: Whether the player is currently in the specified conversation.

Parameter Syntax Default Value Explanation
conversation conversation:name Optional name of the conversation. If specified, it will only check for the conversation with this name.
Example
conditions:
  isInConversation: "inconversation"
  talksToInnkeeper: "inconversation conversation:innkeeper"

Has itemsπŸ”—

Context:
Syntax: item <items>
Description: Whether the player has the 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
conditions:
  emeraldsAndGold: "item emerald:5,gold:10"

Has durabilityπŸ”—

Context:
Syntax: itemdurability <slot> <amount> [relative]
Description: Whether the player has a certain amount of durability on an item.

The first argument is the slot, the second the amount. Optional relative argument sets 0 to broken and 1 to the maximum durability the item can have. This condition returns false when no item is in the given slot or does not have durability, like stone or sticks. Available slot types: HAND, OFF_HAND, HEAD, CHEST, LEGS, FEET.

Example
conditions:
  handOver50: "itemdurability HAND 50"
  chestMoreThan50Percent: "itemdurability CHEST 0.5 relative"

Has journal entryπŸ”—

Context:
Syntax: journal <entry>
Description: Whether the player has the specified journal entry.

The only argument is name of the entry.

Example
conditions:
  journalHasWoodStarted: "journal wood_started"

Has language selectedπŸ”—

Context:
Syntax: language <languages>
Description: Whether the player has one of the specified languages selected.

Example
conditions:
  hasValidLanguage: "language en-US,de-DE,fr-FR"

Is at locationπŸ”—

Context:
Syntax: location <location> <radius>
Description: Whether the player is at the specified location within the specified radius.

Just two mandatory attributes - location and radius around it.

Example
conditions:
  netherEntrance: "location 100;200;300;survival_nether 5"

Is looking at a blockπŸ”—

Context:
Syntax: looking [location | type]
Description: Whether the player is looking towards the specified block at the specified location or with the specified 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
conditions:
  targetingStone: "looking loc:12.0;14.0;-15.0;world type:STONE"

Is in moonphaseπŸ”—

Context:
Syntax: moonphase <moonphase> [world]
Description: Whether the specified moonphase matches the one in the specified world.

Parameter Syntax Default Value Explanation
MoonPhase Keyword A list of moon phases to check for.
world world:name player location The world to check for the moon phase.
Example
conditions:
  fullMoon: "moonphase FULL_MOON"
  darkInHub: "moonphase WANING_CRESCENT,NEW_MOON,WAXING_CRESCENT world:hub"
  playersFirstJoinMoon: "moonphase %ph.player_first_join_moon%"

Has distance to NPCπŸ”—

Context:
Syntax: npcdistance <npc> <distance>
Description: Whether the player is inside the specified radius of the specified NPC.

Parameter Syntax Default Value Explanation
Npc Npc The ID of the Npc
Distance Number The maximum distance
Example
conditions:
  canHearBandit: "npcdistance bandit 22"

Is NPC at locationπŸ”—

Context:
Syntax: npclocation <npc> <location> <distance>
Description: Whether the specified NPC is at the specified location within the specified radius.

Parameter Syntax Default Value Explanation
Npc Npc The ID of the Npc
Location Location The location
Distance Number The maximum distance
Example
conditions:
  nearTarget: "npclocation merchant 4.0;14.0;-20.0;world 22"

Compare numbersπŸ”—

Context:
Syntax: numbercompare <number1> <operation> <number2>
Description: This condition compares two numbers.

The valid operations are: <, <=, =, !=, >=, >.

Example
conditions:
  hasMoreThan100Points: "numbercompare %ph.other_plugin:points% >= 100"

Has objectiveπŸ”—

Context:
Syntax: objective <objective>
Description: Whether the player has the specified objective.

The only argument is the name of the objective, as defined in the objectives section.

Example
conditions:
  hasWoodObjective: "objective wood"

AlternativeπŸ”—

Context:
Syntax: or <conditions>
Description: The disjunction of the specified conditions.

This means that only one of the 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
conditions:
  hasOneRequirement: "or night,rain,!has_armor"

Match dateπŸ”—

Context:
Syntax: partialdate <pattern>
Description: Whether the current date matches the specified 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 an 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
conditions:
  isEventDate: "partialdate day:1-5,20 year:2017"

Check conditions for partyπŸ”—

Context:
Syntax: party <radius> <conditions> [location] [every] [any] [count]
Description: Whether the party members fulfill the specified conditions.

This is part of the party system. This condition takes three optional arguments: every:, any:, count: and location:.
"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. Location can be used to create a party without the need of a player that is the center of the party. You don't have to specify all those arguments, you can use only one if you want.

Example
conditions:
  partyRequirements: "party 10 has_tag1,!has_tag2 every:some_item any:some_location,some_other_item count:5"

Has permissionπŸ”—

Context:
Syntax: permission <permission>
Description: Whether the player has the specified permission.

The instruction string must contain permission node as the required argument.

Example
conditions:
  essentialsTpaPermissions: "permission essentials.tpa"

Has pointπŸ”—

Context:
Syntax: point <category> <amount> [equal]
Description: Whether the player has at least the specified amount of points in the specified category.

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
conditions:
  has20BetonPoints: "point beton 20"

Is mountedπŸ”—

Context:
Syntax: ride <entity>
Description: Whether the player is mounted on the specified entity.

any is also a valid input and matches any entity.

Example
conditions:
  horse: "ride horse"
  anything: "ride any"

RandomπŸ”—

Context:
Syntax: random <number>
Description: This condition is met randomly using the specified chance.

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
conditions:
  twelfthPercent: "random 12-100"

Has armor ratingπŸ”—

Context:
Syntax: rating <amount>
Description: Whether the player wears armor which gives at least the 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
conditions:
  armorRating10: "rating 10"

Is real timeπŸ”—

Context:
Syntax: realtime <timespan>
Description: Whether the specified time matches the current real time.

Parameter Syntax Default Value Explanation
Timespan startTime-endTime Two points of time separated by dash in the 24-hour format (0 - 24). The minutes are optional (hh or hh:mm).
Example
conditions:
  allDayReal: "realtime 6-19"
  midnightReal: "realtime 23:30-0:30"
  knoppersTimeReal: "realtime 9:30-10"

Has scoreboard scoreπŸ”—

Context:
Syntax: score <score> <amount>
Description: Whether the score in the specified scoreboard objective has at least the specified amount.

Parameter Syntax Default Value Explanation
scoreboard objective Objective name The name of the scoreboard objective
count Number The minimum whole number of the objective
Example
conditions:
  hasAtLeastTenKills: "score kills 10"

Has scoreboard tagπŸ”—

Context:
Syntax: scoretag <tag>
Description: Whether the player has the specified scoreboard tag.

The kind of tags that are used by vanilla Minecraft and not the betonquest tags.

Parameter Syntax Default Value Explanation
scoreboard tag Tag name The name of the scoreboard tag.
Example
conditions:
  hasVanillaTag: "scoretag vanilla_tag"

Is sneakingπŸ”—

Context:
Syntax: sneak
Description: Whether the player is sneaking.

This would probably be useful for creating traps, I'm not sure. There are no arguments for this one.

Example
conditions:
  isSneaking: "sneak"

Compare stageπŸ”—

Context:
Syntax: stage <objective> <comparator> <stage>
Description: Compare the player's current stage with the specified stage using its index numbers.

For more take a look at the stage objective.
The valid operations are: <, <=, =, !=, >=, >.

Parameter Syntax Default Value Explanation
stage objective Objective The name of the stage objective
comparator Comparator The comparator to use for the comparison
stage Stage The name of the stage to compare
Example
conditions:
  isDeliverCookies: "stage bakeCookies = deliverCookies"
  isDeliverCookiesOrAbove: "stage bakeCookies > cookCookies"

Has tagπŸ”—

Context:
Syntax: tag <tag>
Description: Whether the player has the specified tag.

Together with ! negation it is one of the most powerful tools when creating conversations. The instruction string must contain tag name.

Example
conditions:
  questCompleted: "tag quest_completed"

Matches blockπŸ”—

Context:
Syntax: testforblock <location> <selector>
Description: Whether the block at specified location matches the specified material.

First argument is a location, and the second one is a block selector.

Example
conditions:
  stoneSet: "testforblock 100;200;300;world STONE"

Is timeπŸ”—

Context:
Syntax: time <timespan> [world]
Description: Whether the specific time matches the current time in the specified world.

Parameter Syntax Default Value Explanation
Timespan startTime-endTime Two points of time separated by dash in the 24-hour format (0 - 24). The minutes are optional (hh or hh:mm).
world world:name player location The world to check for the time.
Example
conditions:
  allDay: "time 6-19"
  midnightInOverworld: "time 23:30-0:30 world:overworld"
  knoppersTime: "time 9:30-10"
  exactAtTwelveAtPlayersHome: "time 12-12 world:%ph.player_home_world%"

Placeholder matches expressionπŸ”—

Context:
Syntax: variable <placeholder> <regex> [forceSync]
Description: Whether the placeholder value matches the specified regular expression

Parameter Syntax Default Value Explanation
Placeholder Any placeholder The placeholder (surrounded by % characters).
Regex A regex pattern The regex that the placeholder value must match. The regex can also be stored in a placeholder.
forceSync Keyword False Forces the placeholder to be resolved on the main thread. This may be required by some third party placeholder.
Example
conditions:
  anyNumber: "variable %objective.var.price% -?\\d+" #(1)!
  isPlayer: "variable %ph.parties_members_1% %player%" #(2)!
  denizenPlaceholder: "variable %ph.denizen_<server.match_player[SomeName].has_flag[flag_name]>% true forceSync" #(3)!
  denizenPlaceholderThis: "variable %ph.denizen_<player.has_flag[flag_name]>% true forceSync" #(4)!
  1. Returns true if the placeholder %objective.var.price% contains any number.
  2. Returns true if the parties_members_1 placeholder contains the player's name.
  3. Returns true if the denizen_<server.match_player[SomeName].has_flag[flag_name]> Denizen placeholder contains true. This placeholder is resolved on the main thread.

    The someName part can't be a placeholder!

  4. Works the same as the denizenPlaceholder with the only difference it checks for the player the condition is executed with.

Is weatherπŸ”—

Context:
Syntax: weather <weather> [world]
Description: Whether the specified weather matches the current weather in the specified world.

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.

Parameter Syntax Default Value Explanation
weather Keyword The weather to check for.
world world:name player location The world to check for the weather.
Example
conditions:
  isSunny: "weather sun"
  weatherInPlayerWorld: "weather rain world:%ph.player_home_world%"
  overworldIsRainy: "weather rain world:overworld"

Is in worldπŸ”—

Context:
Syntax: world <world>
Description: Whether the player is in the specified world.

The first argument is the name of a world.

Example
conditions:
  isInWorld: "world world"