Conditions
Conditions:
Conditions enable implementing various checks to ensure a treasure is only executed when all specified conditions are met.
WORLD:
Specifies the worlds where the treasure can or cannot be found.
type
: WORLDmethod
: BLACKLIST or WHITELISTvalues
: List of world names.
Example:
BLOCK:
Specifies the blocks that are restricted or permitted for the treasure.
type
: BLOCKmethod
: BLACKLIST or WHITELISTvalues
: List of blocks.
Example:
BIOME:
Specifies the biomes where the treasure can or cannot appear.
type
: BIOMEmethod
: BLACKLIST or WHITELISTvalues
: List of biomes.
Example:
ITEM:
Specifies the items associated with the treasure. This can include:
type
: ITEMmaterial
: Material of the item (e.g.,'DIRT:1'
).amount
: Quantity of the item.name
: Name of the item.lores
: List of lore texts associated with the item.options
: Additional options to refine the condition, such as:name_ignorecase
: Ignore case for the name.lores_ignorecase
: Ignore case for the lores.name_contains
: Check if the name contains specific text.lores_contains
: Check if any lore contains specific text.in_armor
: Check if the item is in armor slots.in_inventory
: Check if the item is in inventory.in_hotbar
: Check if the item is in the hotbar.in_hand
: Check if the item is in the main hand.in_offhand
: Check if the item is in the offhand.
metadatas
: Additional item data, such as:type
: Comparison type (>
,<
,==
, ...).key
: Metadata key (e.g., custom tag).value
: Value for comparison.
Example:
STRING CONDITION:
Defines a string condition that compares a value within the game. This includes:
type
:CONTAINS
EQUALS
EQUALS_IGNORE_CASE
NOT_CONTAINS
NOT_EQUALS
NOT_EQUALS_IGNORE_CASE
input
: Value to be compared, such as a placeholder (e.g.,%player_world%
).output
: Expected value for comparison.
Example:
NUMBER CONDITION:
Defines a numeric condition based on a comparison operator. This includes:
type
:>
>=
==
!=
<
<=
input
: Numeric value to be compared, such as a placeholder (e.g.,%vault_eco_balance_fixed%
).output
: Value to compare theinput
against.
Example:
PLACED:
Ignores blocks placed by the player.
type
:PLACED
ignore
: Specifies whether player-placed blocks should be ignored (true
orfalse
).
Example:
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