Skip to content

Conditions ListπŸ”—

Advancement: advancementπŸ”—

This condition checks if the player has a 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"

Conjunction: andπŸ”—

static

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
conditions:
  hasArmor: "and has_helmet,has_chestplate,has_leggings,has_boots"

Armor: armorπŸ”—

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

Example
conditions:
  armorHelmet: "armor helmet_of_concrete"

Biome: biomeπŸ”—

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

Example
conditions:
  inSavannaRock: "biome savanna_rock"

Burning: burningπŸ”—

This condition will check if the player is on fire.

Example
conditions:
  isOnFire: "burning"

Check conditions: checkπŸ”—

persistent, static

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

Chest Item: chestitemπŸ”—

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

Conversation: conversationπŸ”—

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
conditions:
  isInInnkeeperConv: "conversation innkeeper"

Day of week: dayofweekπŸ”—

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
conditions:
  isSunday: "dayofweek sunday"

Potion Effect: effectπŸ”—

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
conditions:
  hasSpeed: "effect SPEED"

Empty inventory slots: emptyπŸ”—

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
conditions:
  hasFiveEmptySlots: "empty 5"

Entities in area: entitiesπŸ”—

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. 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"

Eval Condition: evalπŸ”—

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.

Experience: experienceπŸ”—

This condition is met when 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"

Facing direction: facingπŸ”—

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 60Β°.

Example
conditions:
  lookingEast: "facing EAST"

Fly: flyπŸ”—

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

Example
conditions:
  isFlying: "fly"

Game mode: gamemodeπŸ”—

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
conditions:
  isInSurvival: "gamemode survival"

Global point: globalpointπŸ”—

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
conditions:
  has100Users: "globalpoint global_knownusers 100"

Global tag: globaltagπŸ”—

persistent, static

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

Example
conditions:
  areNpcsAggressive: "globaltag global_areNPCsAggressive"

Item in Hand: handπŸ”—

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
conditions:
  holdSword: "hand SpecialSword"
  holdShieldOffhand: "hand QuestShield offhand"

Health: healthπŸ”—

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
conditions:
  has5dot6Health: "health 5.6"

Height: heightπŸ”—

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
conditions:
  isBelow16: "height 16"

Hunger: hungerπŸ”—

Requires the player to have equal or more hunger points, the condition is the same as health just for hunger. If the hunger level is below 7, the player cannot sprint.

Example
conditions:
  has15orMoreHunger: "hunger 15"

In Conversation: inconversationπŸ”—

This condition checks, if the player is in a 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"

Item in Inventory: itemπŸ”—

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
conditions:
  emeraldsAndGold: "item emerald:5,gold:10"

Durability of item: itemdurabilityπŸ”—

This condition requires the player to have 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"

Journal entry: journalπŸ”—

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

Example
conditions:
  journalHasWoodStarted: "journal wood_started"

Language: languageπŸ”—

persistent

This condition is fulfilled as long as the player has one of the specified languages selected as their quest language.

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

Location: locationπŸ”—

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.

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

Looking at a block: lookingπŸ”—

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
conditions:
  targetingStone: "looking loc:12.0;14.0;-15.0;world type:STONE"

Moon Phase: moonphaseπŸ”—

static

This condition checks the moon phase in the given world or the player's 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%"

NPC distance: npcdistanceπŸ”—

This condition will check if a Npc is close to the player.

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

NPC location: npclocationπŸ”—

persistent, static

This condition will check if a Npc is close to a location.

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"

Number compare: numbercompareπŸ”—

This condition compares two numbers. The valid operations are: <, <=, =, !=, >=, >.

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

Objective: objectiveπŸ”—

This condition 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 the objectives section.

Example
conditions:
  hasWoodObjective: "objective wood"

Alternative: orπŸ”—

persistent, static

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
conditions:
  hasOneRequirement: "or night,rain,!has_armor"

Partial date: partialdateπŸ”—

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 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"

Party: partyπŸ”—

static

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"

Permission: permissionπŸ”—

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
conditions:
  essentialsTpaPermissions: "permission essentials.tpa"

Point: pointπŸ”—

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
conditions:
  has20BetonPoints: "point beton 20"

Ride an entity: rideπŸ”—

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

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

Random: randomπŸ”—

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
conditions:
  twelfthPercent: "random 12-100"

Armor Rating: ratingπŸ”—

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
conditions:
  armorRating10: "rating 10"

Real time: realtimeπŸ”—

static, persistent

There must a specific (real) time for this condition to return true.

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"

Scoreboard: scoreπŸ”—

persistent

With this condition you can check if the score in a specified objective on a scoreboard is greater or equal to 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"

Scoreboard Tag: scoretagπŸ”—

This scoreboard condition checks if the player has a 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"

Sneaking: sneakπŸ”—

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
conditions:
  isSneaking: "sneak"

Check Stage: stageπŸ”—

This condition compares the players current stage with the given stage by 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"

Tag: tagπŸ”—

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
conditions:
  questCompleted: "tag quest_completed"

Test for block: testforblockπŸ”—

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

Time: timeπŸ”—

static

There must be specific (Minecraft) time on the world for this condition to return true.

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%"

Variable: variableπŸ”—

static

This condition checks if a placeholder value matches given 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.

Weather: weatherπŸ”—

static

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.

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"

World: worldπŸ”—

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

Example
conditions:
  isInWorld: "world world"