Requirements
Requirements are colon-delimited strings that evaluate to true or false for a given player. They appear on both pages (controlling whether the page is selected at all) and responses (controlling whether the button is visible). All requirements in a list must pass.
Page requirements determine whether a page is shown when the player
interacts with an NPC. Response requirements determine whether an
individual button is shown on that page. An empty [] requirements list
always passes.
Named Trackers
A tracker is created with the track:id:type:[targets] action and checked
here with track:id:qty. The tracker ID ties the setup action, this
requirement, the {track:id} variable, and the objective display together —
no need to repeat the type or target anywhere else.
| Format | Description |
|---|---|
| track:id:qty | True if the named tracker's accumulated count ≥ qty. Returns false if the tracker does not exist (i.e. the track: action has not been run for this player). |
In an Objectives list, use the :: label override as normal:
"track:kills:10::Defeat enemies" renders as Defeat enemies: 3/10.
Block Breaking
Count block breaks using a named tracker of type block. Set up the tracker
with track:id:block:blockId (typically in the quest-accept response), then
check with track:id:qty. The * wildcard is supported for partial
block ID matching (e.g. track:ore_mined:block:*Ore*).
| Format | Description |
|---|---|
| track:id:qty | True if the named block tracker has count ≥ qty. See Named Tracker. |
Example
// Require mining 20 iron ore
"Requirements": [
"questStarted:miners_task",
"track:ore_mined:20"
]
Block Placing
Count block placements using a named tracker of type place. Set up with
track:id:place:blockId, then check with track:id:qty.
The * wildcard is supported for partial block ID matching
(e.g. track:planks_placed:place:*Planks counts any plank type).
| Format | Description |
|---|---|
| track:id:qty | True if the named place tracker has count ≥ qty. See Named Tracker. |
Example
// Require placing 10 stone bricks
"Requirements": [
"questStarted:build_the_wall",
"track:planks_placed:10"
]
Cooldown
Checks whether enough time has elapsed since a timestamp was recorded via
setTimestamp:key. If the timestamp has never been set for
this player, the requirement returns true.
| Format | Description |
|---|---|
| cooldown:key:seconds | True if ≥ seconds have passed since setTimestamp:key was called, or if it was never called. |
Because cooldown returns true when never set, place the
ready page (with cooldown:key:86400) before
the waiting page (with not:cooldown:key:86400). New players
will always see the ready page first. See
Quest Patterns → Daily Reward.
Example
// Ready page: cooldown has elapsed (or never been set)
"Requirements": ["cooldown:daily_key:86400"]
// Waiting page: cooldown is still active
"Requirements": ["not:cooldown:daily_key:86400"]
Use {cooldown:key:totalSeconds} in dialog text to show the remaining
wait time (e.g. "Come back in 4 hours 23 minutes.").
Daily Reset Gate
Checks whether a timestamp was set before the most recent past occurrence of a
specific clock time (HH:MM, server local time). If the timestamp has never
been set, the requirement returns true.
Pair with setTimestamp:key in a load action to gate once-per-day events.
| Format | Description |
|---|---|
| timedExact:key:hour:minute | True if the key timestamp is unset, OR was set before the most recent past occurrence of HH:MM server local time. |
Place a page with timedExact:daily_key:4:00 (resets at 4 AM) and
a setTimestamp:daily_key load action. When a player visits before
4 AM and the timestamp is already set from the same day, the requirement is false.
After the clock passes 4 AM, the requirement returns true for any player whose
timestamp was recorded before that rollover, allowing the reward to be claimed again.
Example
// Daily reward resets at midnight (00:00)
"Requirements": ["timedExact:daily_reward:0:0"]
"LoadActions": ["setTimestamp:daily_reward"]
Economy & Permissions (VaultUnlocked optional dependency)
These requirements integrate with the optional VaultUnlocked plugin. They return false if VaultUnlocked is not installed or the required provider is not active.
| Format | Description |
|---|---|
| economy:canafford:amount | True if the player's account balance is ≥ amount. Requires VaultUnlocked with a compatible economy provider. |
| permission:has:perm.node | True if the player has the specified permission node. Requires VaultUnlocked with a compatible permissions provider. |
Example
// Gate a response on the player being able to afford the cost
"Requirements": ["economy:canafford:500"]
// Only show VIP dialogue if player has the permission node
"Requirements": ["permission:has:myserver.vip"]
Fishing (HyFishing optional dependency)
Fishing count requirements use named trackers. Set up a tracker with the appropriate
fishing type (catchfish, catchfishbiome, catchfishrarity,
catchfishzone, or releasefish), then check with track:id:qty.
All fishing requirements return false if HyFishing is not installed.
The hasfishinbag check is a live bag inventory check that requires no tracker.
| Format | Description |
|---|---|
| track:id:qty | True if the named fishing tracker has count ≥ qty. Tracker types: catchfish, catchfishbiome, catchfishrarity, catchfishzone, releasefish. Supports * wildcard on target. |
| hasfishinbag:fishItemId:qty | Live check — true if the player currently has ≥ qty of the fish item in their bag. Use * to match any fish. No tracker needed. |
Example
// Require catching 10 fish of any type
"Requirements": [
"questStarted:fishing_quest",
"track:fish_caught:10"
]
// Gate a turn-in on having a specific fish in the bag right now
"Requirements": [
"hasfishinbag:golden_trout:1"
]
Global State (server-wide)
Global requirements check server-wide state stored in GlobalData rather
than per-player data. Tags and variables in the global store affect all players equally.
Mutate global state using the corresponding global actions.
| Format | Description |
|---|---|
| global:hastag:tagName | True if the server-wide global tag list contains tagName. |
| global:nottag:tagName | True if the server-wide global tag list does not contain tagName. |
| global:variable:name:equal:value | True if the global variable equals value. |
| global:variable:name:greater:value | True if the global variable is strictly greater than value. |
| global:variable:name:less:value | True if the global variable is strictly less than value. |
| global:variable:name:greaterOrEqual:value | True if the global variable is ≥ value. |
| global:variable:name:lessOrEqual:value | True if the global variable is ≤ value. |
Global tags and variables are shared across all players. Use them for
world events, server-wide flags, or counters that accumulate across players.
Per-player tags and variables (via hasTag and variable:)
remain per-player as before.
Example
// Show a world event page only when the server event is active
"Requirements": ["global:hastag:world_event_active"]
// Gate a reward on a server-wide counter reaching a threshold
"Requirements": ["global:variable:boss_kills:greaterOrEqual:100"]
HyCitizen Kill Count
Count kills of HyCitizens NPCs using a named tracker of type killcitizen
(e.g. track:bandit_kills:killcitizen:Bandit Guard). The name match is
case-sensitive and matches the NPC's exact display name. The *
wildcard is supported in the tracker target — e.g. track:bandit_kills:killcitizen:Bandit*
matches all citizen names beginning with "Bandit".
| Format | Description |
|---|---|
| track:id:qty | True if the named killcitizen tracker has count ≥ qty. See Named Tracker. |
Example
// Require killing 3 "Bandit Guard" citizens
"Requirements": [
"questStarted:bandit_raid",
"track:bandit_kills:3"
]
Inventory
Checks whether the player currently has a sufficient quantity of an item in their
inventory. The optional fourth segment :true marks the item as
consumable — if the response passes and is selected, the items
are removed before actions execute.
| Format | Description |
|---|---|
| item:itemId:qty | True if the player has ≥ qty of the item. Items are not consumed. |
| item:itemId:qty:true | True if the player has ≥ qty of the item. Items are consumed when the response is used. |
When :true is set, items are consumed before the response's
actions execute. This ensures the player cannot back out after the server takes
the items.
Example
// Check without consuming
"Requirements": ["item:gold_ingot:5"]
// Check AND consume on use (item turn-in)
"Requirements": ["item:ancient_blade:1:true"]
Quest Items
Checks whether the player's virtual quest inventory contains at
least the given quantity of an item. Quest items are managed by the
givequestitem: and removequestitem: actions and are
never placed in the player's real pack.
| Format | Description |
|---|---|
| questitem:itemId:qty | True if the player's virtual quest inventory contains ≥ qty of the item. |
Example
// Require the medallion to show the turn-in page
"Requirements": [
"questStarted:artifact_hunt",
"questitem:Ancient_Medallion:1"
]
Item Harvest
Count block/crop harvests using a named tracker of type harvest. Set up with
track:id:harvest:itemId, then check with track:id:qty.
Fires on InteractivelyPickupItemEvent (block/crop harvest) — does
not fire for picking up dropped item entities from the ground.
The * wildcard is supported for matching multiple item IDs.
| Format | Description |
|---|---|
| track:id:qty | True if the named harvest tracker has count ≥ qty. See Named Tracker. Supports * wildcard on target. |
Example
// Require harvesting 20 of any herb
"Requirements": [
"questStarted:herb_gathering",
"track:herb_harvest:20"
]
Item Pickup
Count item pickups using a named tracker of type pickup. Set up with
track:id:pickup:itemId, then check with track:id:qty.
Fires on the same InteractivelyPickupItemEvent as harvest.
The * wildcard is supported for matching multiple item IDs.
| Format | Description |
|---|---|
| track:id:qty | True if the named pickup tracker has count ≥ qty. See Named Tracker. Supports * wildcard on target. |
Example
// Quest requiring picking up 20 of any herb
"Requirements": [
"questStarted:herb_gathering",
"track:herb_pickup:20"
]
Kill Counting
Kill counting uses named trackers. Set up a tracker with
track:id:kill:entityTypeId (typically in the quest-accept response),
then check with track:id:qty. Kill counting is not automatic
— counts only accumulate while a tracker is active. Use untrack:id on
quest completion to reset the counter.
| Format | Description |
|---|---|
| track:id:qty | True if the named kill tracker has count ≥ qty. See Named Tracker. |
The tracker target supports * as a wildcard for partial matching,
letting you count multiple enemy variants with a single tracker.
track:goblin_kills:kill:Goblin*— counts Goblin_Duke, Goblin_Miner, Goblin_Scout, etc.track:boss_kills:kill:*Boss*— counts any entity whose ID contains "Boss"
Example
// Require 10 goblin kills (any goblin variant)
"Requirements": [
"questStarted:lost_sword",
"track:goblin_kills:10"
]
Use the variable {track:id} in dialog text to show
the player their current count. See Text Variables.
Logic Operators
Requirements can be composed using any (OR logic), not
(negation), and the ! shorthand. By default, listing multiple
requirements is AND — all must pass. Use any for OR logic.
| Format | Description |
|---|---|
| any:req1|req2|req3 | True if any of the pipe-separated sub-requirements passes (OR logic). |
| not:type:value | Negates any requirement. Prefix any requirement with not: to invert it. |
| !requirement | Shorthand for not:. For example, !hastag:flag is equivalent to not:hastag:flag. |
| macro:name | Evaluates the named requirement macro (stored in QuestLines/macros/<name>.json). By default all requirements must pass (AND). If the macro has "AnyMode": true, at least one must pass (OR). Unknown macro names pass by default. Circular references are detected and pass with a warning log. |
The not: prefix consumes the rest of the string as the inner
requirement. For example, not:questCompleted:my_quest parses as
not( questCompleted:my_quest ). For requirements that are already
negated by name (like questNotStarted), not: is
redundant but valid.
Examples
// Page visible if player has EITHER quest started
"Requirements": [
"any:questStarted:quest_a|questStarted:quest_b"
]
// Negate a cooldown to show a "still waiting" page
"Requirements": [
"not:cooldown:daily_key:86400"
]
// Multiple combined: started AND (has item OR has tag)
"Requirements": [
"questStarted:delivery",
"any:item:package:1|hasTag:already_delivered"
]
MMO Skill Level (MMOSkillTree optional dependency)
Compares the player's current level in a named MMO skill. Requires the MMOSkillTree
plugin to be active; returns false silently if it is not installed.
Skill IDs are case-insensitive (e.g. MINING and mining are
the same).
| Format | Description |
|---|---|
| mmo:skillId:equal:value | True if the player's skill level equals value. |
| mmo:skillId:greater:value | True if the player's skill level is strictly greater than value. |
| mmo:skillId:less:value | True if the player's skill level is strictly less than value. |
| mmo:skillId:greaterOrEqual:value | True if the player's skill level is ≥ value. |
| mmo:skillId:lessOrEqual:value | True if the player's skill level is ≤ value. |
Example
// Require Mining level 10 to access the deep mine quest
"Requirements": ["mmo:MINING:greaterOrEqual:10"]
// Gate a master trainer page on skill level
"Requirements": [
"questStarted:apprentice_path",
"mmo:CRAFTING:greaterOrEqual:25"
]
Moon Phase
| Format | Description |
|---|---|
| moonPhase:full | Moon phase index 0 (full moon). |
| moonPhase:waning | Moon phase indices 1–3. |
| moonPhase:new | Moon phase index 4 (new moon). |
| moonPhase:waxing | Moon phase indices 5–7. |
| moonPhase:3 | Exact numeric phase check (0–7). |
Example
// Werewolf quest only during full moon
"Requirements": ["moonPhase:full"]
Named Variables
Named variables are numeric values stored per-player. They are set and mutated via the
variable: action and compared here as a requirement. Values default to
0 if never set. Comparisons use standard numeric rules; fractional
values are supported.
| Format | Description |
|---|---|
| variable:name:equal:value | True if the variable equals value exactly. |
| variable:name:greater:value | True if the variable is strictly greater than value. |
| variable:name:less:value | True if the variable is strictly less than value. |
| variable:name:greaterOrEqual:value | True if the variable is greater than or equal to value. |
| variable:name:lessOrEqual:value | True if the variable is less than or equal to value. |
Put the most-specific variable page first. For example, place the
threshold-met page (using greaterOrEqual) before the
in-progress page (using less) in the quest's
Pages list so the completion page is checked first.
Example
// Complete page — shown once counter reaches 5
"Requirements": [
"questStarted:my_quest",
"variable:counter:greaterOrEqual:5"
]
// Progress page — shown while counter is still below 5
"Requirements": [
"questStarted:my_quest",
"variable:counter:less:5"
]
Use {variable:name} in dialog text to display the current value to the
player. See Text Variables.
NPC Name
Passes when the NPC that opened the current dialogue has a specific display name.
The comparison is case-insensitive. Colons in the name are
supported — everything after npcname: is treated as the name.
This is useful when multiple NPCs share a quest but you want different pages
to show depending on which NPC the player interacted with.
| Format | Description |
|---|---|
| npcname:displayName | True if the NPC that opened the dialogue has the given display name (case-insensitive). |
The NPC name context is set automatically by the interaction listeners when
a player opens dialogue. It is not available in auto-trigger pages
(which fire without NPC interaction) — npcname: will always
return false in that context.
Example
// Show a special page only when talking to "Elder Maren"
"Requirements": [
"questStarted:main_story",
"npcname:Elder Maren"
]
NPC Talk Count
Talk counts are tracked automatically on every NPC interaction — no tracking tag is needed. The counter is incremented before the dialogue page is resolved. Use the NPC's display name (the name shown above their head) as the key.
| Format | Description |
|---|---|
| talk:citizenName:qty | True if the player has talked to this NPC ≥ qty times. Use the NPC's display name (e.g. talk:Elder Maren:3). |
Example
// Unlock dialogue on the 3rd visit to Elder Maren
"Requirements": ["talk:Elder Maren:3"]
// A "returning visitor" page for visits 2+
"Requirements": ["talk:Elder Maren:2"]
OrbisGuard Regions (OrbisGuard optional dependency)
Check whether the player is inside, owns, or is a member of an OrbisGuard region. All three requirements return false if OrbisGuard is not installed.
| Format | Description |
|---|---|
| inregion:regionId | True if the player is currently inside the named OrbisGuard region. |
| regionowner:regionId | True if the player is an owner of the named OrbisGuard region. |
| regionmember:regionId | True if the player is a member or owner of the named OrbisGuard region. |
Example
// Show dialogue only while inside the city region
"Requirements": ["inregion:city_of_auren"]
// Gate a landowner page on region ownership
"Requirements": ["regionowner:player_homestead"]
Player Stats
Player-kill and travel-distance counts use named trackers, like all other count-based
requirements. Set up with track:id:playerkill:* or track:id:travel:*,
then check with track:id:qty. Travel distance is counted in blocks with no
progress notification.
| Format | Description |
|---|---|
| track:id:qty | True if the named playerkill or travel tracker has count ≥ qty. See Named Tracker. |
Example
// Unlock a bounty page after 5 player kills
"Requirements": [
"questStarted:bounty_hunter",
"track:pkills:5"
]
// Reward the player for exploring 1000 blocks
"Requirements": [
"questStarted:explorer_quest",
"track:distance:1000"
]
Player Tags
Tags are arbitrary string labels attached to a player's data. They are managed via
addTag and removeTag actions. Use them to track custom
state that doesn't map to a full quest.
| Format | Description |
|---|---|
| hasTag:tagName | True if the player currently has the named tag. |
| notTag:tagName | Deprecated. True if the player does not have the named tag. Use not:hastag:tagName or !hastag:tagName instead. |
Example
// Only show dialogue if player has the "vip" tag
"Requirements": ["hasTag:vip"]
// Show a path only if a branching choice has NOT been made
"Requirements": ["notTag:chose_evil_path"]
Position
| Format | Description |
|---|---|
| nearPosition:x:y:z:radius | True if the player is within radius blocks of the coordinate (x, y, z) — sphere check. |
| inArea:x1:y1:z1:x2:y2:z2 | True if the player is inside the axis-aligned box (AABB) defined by the two corner coordinates. Corner order does not matter. |
| depth:less:value | True if the player's Y-position is strictly less than value. |
| depth:greater:value | True if the player's Y-position is strictly greater than value. |
| depth:equal:value | True if the player's Y-position is exactly value. |
| distanceFrom:less:x:y:z:distance | True if the player's Euclidean distance to (x, y, z) is strictly less than distance. |
| distanceFrom:greater:x:y:z:distance | True if the player's Euclidean distance to (x, y, z) is strictly greater than distance. |
| distanceFrom:equal:x:y:z:distance | True if the player's Euclidean distance to (x, y, z) is exactly distance. |
Example
// Player must be near the quest location to turn in
"Requirements": ["nearPosition:120:64:-340:10"]
// Page only shows underground (below Y=40)
"Requirements": ["depth:less:40"]
// Page shows when player is far from a dangerous area
"Requirements": ["distanceFrom:greater:500:64:-200:100"]
Quest State
| Format | Description |
|---|---|
| questCompleted:questId | True if the player has completed the named quest. |
| questNotCompleted:questId | True if the player has not completed the named quest. |
| questStarted:questId | True if the quest is currently in progress (started but not completed). |
| questNotStarted:questId | True if the quest has not been started (and is also not completed). |
Example
// Show the turn-in page only when quest is in progress
"Requirements": ["questStarted:lost_sword"]
// Show reward page only after completion
"Requirements": ["questCompleted:lost_sword"]
RPG Level & XP (RPGLeveling optional dependency)
Compares the player's global RPG level or total XP. Requires the RPGLeveling plugin to be active; returns false silently if it is not installed.
| Format | Description |
|---|---|
| rpglevel:max | True if the player is at the maximum RPG level. |
| rpglevel:equal:value | True if the player's RPG level equals value. |
| rpglevel:greater:value | True if the player's RPG level is strictly greater than value. |
| rpglevel:less:value | True if the player's RPG level is strictly less than value. |
| rpglevel:greaterOrEqual:value | True if the player's RPG level is ≥ value. |
| rpglevel:lessOrEqual:value | True if the player's RPG level is ≤ value. |
| rpgxp:equal:value | True if the player's total RPG XP equals value. |
| rpgxp:greater:value | True if the player's total RPG XP is strictly greater than value. |
| rpgxp:less:value | True if the player's total RPG XP is strictly less than value. |
| rpgxp:greaterOrEqual:value | True if the player's total RPG XP is ≥ value. |
| rpgxp:lessOrEqual:value | True if the player's total RPG XP is ≤ value. |
Example
// Require RPG level 10 to start a veteran quest
"Requirements": ["rpglevel:greaterOrEqual:10"]
// Show a special page only at max level
"Requirements": ["rpglevel:max"]
Timed Quest
Timed requirements check whether an active countdown is still running or has expired.
The timer is started via the timedStart:key action. Both requirements
return false if the timer was never started.
| Format | Description |
|---|---|
| timedActive:key:seconds | True if timedStart:key was called AND fewer than seconds have elapsed. Timer is still running. |
| timedExpired:key:seconds | True if timedStart:key was called AND ≥ seconds have elapsed. Time is up. |
Place the expired page before the active page.
Both return false when never started, so the intro page (with
questNotStarted) catches those players. Once started, the expired
page is checked first — if time is up it shows the failure; otherwise the active
page shows. See Quest Patterns → Timed Quest.
Example
// Expire page — must come BEFORE active page in Pages list
"Requirements": [
"questStarted:courier_run",
"timedExpired:courier_timer:300"
]
// Active page — shown while timer is running
"Requirements": [
"questStarted:courier_run",
"timedActive:courier_timer:300"
]
Use {timeleft:key:totalSeconds} in dialog text to show the remaining
time (e.g. "You have 2 minutes 45 seconds left.").
World
| Format | Description |
|---|---|
| world:worldName | True if the player is currently in the named world. |
Example
"Requirements": ["world:overworld"]
World Time
| Format | Description |
|---|---|
| timeOfDay:morning | In-game hours 6–11. |
| timeOfDay:afternoon | In-game hours 12–16. |
| timeOfDay:evening | In-game hours 17–20. |
| timeOfDay:night | In-game hours 21–5. |
Example
// NPC only talks at night
"Requirements": ["timeOfDay:night"]
Zone & Biome
Check the player's current world zone or biome. Zone names correspond to named
map regions (e.g. emerald_grove); biome names correspond to biome
identifiers (e.g. temperate_forest). No tracking tag required.
| Format | Description |
|---|---|
| zone:regionName | True if the player is currently in the named world zone. |
| biome:biomeName | True if the player is currently in the named biome. |
Example
// Show dialogue only in the Emerald Grove zone
"Requirements": ["zone:emerald_grove"]
// Show a page only in the temperate forest biome
"Requirements": ["biome:temperate_forest"]
Quick Reference
| Format | Category | Description |
|---|---|---|
| questCompleted:id | Quest State | Quest is completed |
| questNotCompleted:id | Quest State | Quest is not completed |
| questStarted:id | Quest State | Quest is in progress |
| questNotStarted:id | Quest State | Quest not started |
| hasTag:tag | Tags | Player has tag |
| notTag:tag | Tags | Player does not have tag — deprecated, use !hastag:tag |
| track:id:qty | Tracking | Named tracker count ≥ qty (set up with track:id:type:target action; all count-based tracking uses this format) |
| item:itemId:qty | Inventory | Has item (no consume) |
| item:itemId:qty:true | Inventory | Has item (consume on use) |
| talk:citizenName:qty | NPC Talk | Talk count threshold (auto-tracked; use the NPC's display name) |
| npcname:displayName | NPC Name | True if the NPC that opened the dialogue has this name (case-insensitive; always false in auto-trigger) |
| cooldown:key:seconds | Cooldown | Elapsed since setTimestamp (true if never set) |
| timedActive:key:seconds | Timer | Timer running and not yet expired |
| timedExpired:key:seconds | Timer | Timer started and expired |
| timedExact:key:hour:minute | Timer | Daily reset gate; true if timestamp unset or before last HH:MM |
| nearPosition:x:y:z:r | Position | Within radius blocks (sphere) |
| inArea:x1:y1:z1:x2:y2:z2 | Position | Inside axis-aligned box defined by two corners |
| depth:less|greater|equal:value | Position | Player Y-position comparison |
| distanceFrom:less|greater|equal:x:y:z:dist | Position | Distance from fixed world point |
| timeOfDay:morning|afternoon|evening|night | World Time | Time of day |
| moonPhase:full|waning|new|waxing|<int> | Moon Phase | Moon phase check |
| world:worldName | World | Current world |
| zone:regionName | Zone/Biome | Player is in named world zone |
| biome:biomeName | Zone/Biome | Player is in named biome |
| any:req1|req2|... | Logic | OR across sub-requirements |
| not:requirement | Logic | Negate any requirement |
| !requirement | Logic | Shorthand negation — equivalent to not:requirement |
| macro:name | Logic | All requirements in named macro must pass (AND group); defined in macros.json |
| variable:name:equal:value | Variable | Named variable equals value |
| variable:name:greater:value | Variable | Named variable > value |
| variable:name:less:value | Variable | Named variable < value |
| variable:name:greaterOrEqual:value | Variable | Named variable ≥ value |
| variable:name:lessOrEqual:value | Variable | Named variable ≤ value |
| economy:canafford:amount | Economy | Player balance ≥ amount (requires VaultUnlocked) |
| permission:has:perm.node | Permissions | Player has permission node (requires VaultUnlocked) |
| mmo:skillId:equal:value | MMO Skill | Skill level equals value (requires MMOSkillTree) |
| mmo:skillId:greater|less|greaterOrEqual|lessOrEqual:value | MMO Skill | Skill level comparison (requires MMOSkillTree) |
| rpglevel:max | RPG Level | Player is at max RPG level (requires RPGLeveling) |
| rpglevel:equal:value | RPG Level | RPG level equals value (requires RPGLeveling) |
| rpglevel:greater|less|greaterOrEqual|lessOrEqual:value | RPG Level | RPG level comparison (requires RPGLeveling) |
| rpgxp:greater|less|equal|greaterOrEqual|lessOrEqual:value | RPG XP | Total RPG XP comparison (requires RPGLeveling) |
| hasfishinbag:fishItemId:qty | Fishing | Live bag check; * for any fish; no tracker needed (requires HyFishing) |
| inregion:regionId | OrbisGuard | Player is inside named OrbisGuard region (requires OrbisGuard) |
| regionowner:regionId | OrbisGuard | Player owns named OrbisGuard region (requires OrbisGuard) |
| regionmember:regionId | OrbisGuard | Player is member or owner of named OrbisGuard region (requires OrbisGuard) |
| global:hastag:tagName | Global State | Server-wide tag list contains the tag |
| global:nottag:tagName | Global State | Server-wide tag list does not contain the tag |
| global:variable:name:op:value | Global State | Server-wide variable comparison (ops: greater, less, equal, greaterOrEqual, lessOrEqual) |