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>

If negate is true, then it will pass if the entity does NOT have the permission instead

IS_HOLDING

This checks whether the entity is holding an item

IS_ITEM_IN_HAND_ENCHANTED

This checks whether the item held by the entity is enchanted

WORLD_WHITELIST

This checks whether the entity is inside the whitelisted world

HAS_ITEM

This checks whether the entity has the item inside the inventory

HAS_EFFECT

This checks whether the entity has the potion effect or not

TYPE_FILTER

This checks whether the entity type is allowed or not

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:

if you want to combine effects and only need one filter to pass, you can use "or" or "||" or "|", for example:

if you want to combine effects and only one filter can pass, you can use "xor" or "^", for example:

You can also combine more than 1 boolean logic and group them with parenthesis, for example:

POWER_REQUIREMENT

This checks whether the beacon pass the power requirement

FREE_POWER_REQUIREMENT

This checks whether the beacon pass the power requirement remaining

AND_LOGIC

Combines two or more conditions, needs all condition to be valid/pass

Example:

OR_LOGIC

Combines two or more conditions, only need one condition to be valid/pass

PLOTSQUARED_IS_IN_PLOT

Checks whether the beacon is inside a plot

PLOTSQUARED_IS_SAME_PLOT

Checks whether the beacon and the target entity is in the same plot

PLOTSQUARED_IS_IN_PLOT_AREA

Checks whether the beacon is in a plot area

PLOTSQUARED_IS_SAME_PLOT_AREA

Checks whether the beacon and the target entity is in the same plot area

GRIEFPREVENTION_SAME_CLAIM

Checks whether the beacon and the target entity is in the same claim area

GRIEFPREVENTION_PERMISSION

Checks whether the player has GriefPrevention claim permission

GRIEFPREVENTION_OWNER

Checks whether the player is the land/claim owner

GRIEFPREVENTION_CLAIMED

Checks whether the beacon is in claimed land

FACTIONS_IN_FACTION

Checks whether the beacon is inside faction land

FACTIONS_IN_SAME_FACTION

Checks whether the beacon and the target entity is in the same faction land

FACTIONS_IS_ROLE

Checks the target entity role inside a faction

If Compare To Current Location Faction is true then it will compare if the role belongs to the faction at the entity location

TOTAL_ACTIVE_BEACON_EFFECTS

Checks how many active beacon effects on a beacon

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

NESTING CONDITION

You can combine AND LOGIC and OR LOGIC, for example:

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