Conditions
In this page you will learn how to make an exception to some actions using condition
Condition can be inside a list, for example:
...:
- Type: HAS_PERMISSION
Permission: example.test
another example:
Conditions:
- Type: HAS_PERMISSION
Permission: example.test
- Type: HAS_PERMISSION
Permission: test.example
or, it can be a section, for example:
Type: HAS_PERMISSION
Permission: example.test
Condition Types
HAS_PERMISSION
This checks whether theentity has the required permission
Type: HAS_PERMISSION
Permission: <permission>
Negate: <true/false>
IS_HOLDING
This checks whether the entity is holding an item
Type: IS_HOLDING
Item: <item>
Negate: <true/false>
IS_ITEM_IN_HAND_ENCHANTED
This checks whether the item held by the entity is enchanted
Type: IS_ITEM_IN_HAND_ENCHANTED
Enchantment: <enchantment type>
Level: <minimum leve required to pass>
Negate: <true/false>
WORLD_WHITELIST
This checks whether the entity is inside the whitelisted world
Type: WORLD_WHITELIST
World List:
- list
- of
- worlds
Negate: <true/false>
HAS_ITEM
This checks whether the entity has the item inside the inventory
Type: HAS_ITEM
Item: <item>
Negate: <true/false>
HAS_EFFECT
This checks whether the entity has the potion effect or not
Type: HAS_EFFECT
Effect: <potion effect type>
Negate: <true/false>
TYPE_FILTER
This checks whether the entity type is allowed or not
Type: TYPE_FILTER
Filter: <filter>
Negate: <true/false>
Filter Types
CREATURE This allows every creature
TAMED This allows every tamed animals
ANIMALS This allows every animals
MONSTER This allows every monster
<ENTITY TYPE> This allows specific type to be filtered
You can combine more than 1 entity filter using boolean logic, for example, if you want to combine effects and those effects required to be passed, you can use "and" or "&&" or "&", for example:
Filter: ANIMALS AND ZOMBIE aNd TAMED and PLAYER
Filter: MONSTER && PLAYER
Filter: PLAYER & WOLF & VILLAGER
if you want to combine effects and only need one filter to pass, you can use "or" or "||" or "|", for example:
Filter: ANIMALS OR ZOMBIE Or TAMED or PLAYER
Filter: MONSTER || PLAYER || WITHER
Filter: PLAYER | WOLF | WITHER | VILLAGER
if you want to combine effects and only one filter can pass, you can use "xor" or "^", for example:
Filter: ANIMALS XOR ZOMBIE xOr TAMED xor PLAYER
Filter: ANIMALS ^ PLAYER ^ WITHER
You can also combine more than 1 boolean logic and group them with parenthesis, for example:
Filter: PLAYER OR (ANIMALS AND TAMED) XOR VILLAGER
POWER_REQUIREMENT
This checks whether the beacon pass the power requirement
Type: POWER_REQUIREMENT
Minimum: [minimum power, optional]
Maximum: [maximum power, optional]
Negate: <true/false>
FREE_POWER_REQUIREMENT
This checks whether the beacon pass the power requirement remaining
Type: FREE_POWER_REQUIREMENT
Minimum: [minimum free power, optional]
Maximum: [maximum free power, optional]
Negate: <true/false>
AND_LOGIC
Combines two or more conditions, needs all condition to be valid/pass
Type: AND_LOGIC
Conditions: <list of conditions>
Example:
Type: AND_LOGIC
Conditions:
- Type: HAS_PERMISSION
Permission: server.admin
- Type: TYPE_FILTER
Filter: PLAYER
OR_LOGIC
Combines two or more conditions, only need one condition to be valid/pass
Type: OR_LOGIC
Conditions:
- Type: HAS_PERMISSION
Permission: server.admin
- Type: HAS_PERMISSION
Permission: server.vip
PLOTSQUARED_IS_IN_PLOT
Checks whether the beacon is inside a plot
Type: PLOTSQUARED_IS_IN_PLOT
Negate: <true/false>
Requires PlotSquared
PLOTSQUARED_IS_SAME_PLOT
Checks whether the beacon and the target entity is in the same plot
Type: PLOTSQUARED_IS_SAME_PLOT
Negate: <true/false>
Requires PlotSquared
PLOTSQUARED_IS_IN_PLOT_AREA
Checks whether the beacon is in a plot area
Type: PLOTSQUARED_IS_IN_PLOT_AREA
Negate: <true/false>
Requires PlotSquared
PLOTSQUARED_IS_SAME_PLOT_AREA
Checks whether the beacon and the target entity is in the same plot area
Type: PLOTSQUARED_IS_SAME_PLOT_AREA
Negate: <true/false>
Requires PlotSquared
GRIEFPREVENTION_SAME_CLAIM
Checks whether the beacon and the target entity is in the same claim area
Type: GRIEFPREVENTION_SAME_CLAIM
Negate: <true/false>
Requires GriefPrevention
GRIEFPREVENTION_PERMISSION
Checks whether the player has GriefPrevention claim permission
Type: GRIEFPREVENTION_PERMISSION
Permission: <Edit/Build/Inventory/Access/Manage>
Negate: <true/false>
Requires GriefPrevention
GRIEFPREVENTION_OWNER
Checks whether the player is the land/claim owner
Type: GRIEFPREVENTION_OPWNER
Negate: <true/false>
Requires GriefPrevention
GRIEFPREVENTION_CLAIMED
Checks whether the beacon is in claimed land
Type: GRIEFPREVENTION_CLAIMED
Negate: <true/false>
Requires GriefPrevention
FACTIONS_IN_FACTION
Checks whether the beacon is inside faction land
Type: FACTIONS_IN_FACTION
Negate: <true/false>
Faction: [faction name, optional]
Faction Id: [faction id, optional]
Requires either Factions, FactionsX, FactionsBlue, KingdomsX, Kingdoms, LegacyFactions, MedievalFactions, UltimateFactions, Towny, or Improved Factions
FACTIONS_IN_SAME_FACTION
Checks whether the beacon and the target entity is in the same faction land
Type: FACTIONS_IN_SAME_FACTION
Negate: <true/false>
Requires either Factions, FactionsX, FactionsBlue, KingdomsX, Kingdoms, LegacyFactions, MedievalFactions, UltimateFactions, Towny, or Improved Factions
FACTIONS_IS_ROLE
Checks the target entity role inside a faction
Type: FACTIONS_IS_ROLE
Role: <role>
Compare To Current Location Faction: <true|false>
Requires either Factions, FactionsX, FactionsBlue, KingdomsX, Kingdoms, LegacyFactions, MedievalFactions, UltimateFactions, Towny, or Improved Factions
TOTAL_ACTIVE_BEACON_EFFECTS
Checks how many active beacon effects on a beacon
Type: TOTAL_ACTIVE_BEACON_EFFECTS
Minimum: [optional]
Maximum: [optional]
If the minimum is specified and the total is less than the minimum, it will not pass the check
If the maximum is specified and the total is greater than the maximum, it will not pass the check
If you use this condition on the effect config, players still can upgrade and activate more than the minimum and maximum range specified in the config, but when the total is outside of the range, it will deactivate the effect.
NESTING CONDITION
You can combine AND LOGIC and OR LOGIC, for example:
Type: OR_LOGIC
Conditions:
- Type: HAS_PERMISSION
Permission: server.admin
- Type: AND_LOGIC
Conditions:
- Type: HAS_PERMISSION
Permission: server.vip
- Type: HAS_PERMISSION
Permission: server.mvp
- Type: OR_LOGIC
Conditions:
- Type: HAS_PERMISSION
Permission: server.test
- Type: HAS_PERMISSION
Permission: test.server
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