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
Counts how many times a player has broken a specific block type. Requires an active
named tracker of type block (e.g. track:ore_mined:block:Ore_Iron_Stone).
The * wildcard is supported for partial block ID matching (e.g. break:*Crystal_Purple*:10).
Use track:id:qty to check a named tracker instead.
| Format | Description |
|---|---|
| break:blockId:qty | True if the player has broken ≥ qty of the specified block type. |
Example
// Require mining 20 iron ore
"Requirements": [
"questStarted:miners_task",
"break:Ore_Iron_Stone:20"
]
Block Placing
Counts block placements. Requires an active named tracker of type place
(e.g. track:planks_placed:place:*Planks). The * wildcard is
supported for partial block ID matching (e.g. place:*Planks:10 counts
any plank type). Use track:id:qty to check a named tracker instead.
| Format | Description |
|---|---|
| place:blockId:qty | True if the player has placed ≥ qty of the specified block type. |
Example
// Require placing 10 stone bricks
"Requirements": [
"questStarted:build_the_wall",
"place:Rock_Stone_Brick: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 requirements integrate with the optional HyFishing plugin. They return
false if HyFishing is not installed. Tracking tags must be added
before counts accumulate, except for hasfishinbag which is a live
inventory check requiring no tracking tag.
| Format | Description |
|---|---|
| catchfish:fishItemId:qty | True if the player has caught ≥ qty fish by item ID. Requires an active catchfish named tracker. Supports * wildcard. |
| catchfishbiome:biomeName:qty | True if the player has caught ≥ qty fish in the named biome. Requires an active catchfishbiome named tracker. Supports * wildcard. |
| catchfishrarity:rarity:qty | True if the player has caught ≥ qty fish of the given rarity (case-insensitive). Requires an active catchfishrarity named tracker. |
| catchfishzone:zoneName:qty | True if the player has caught ≥ qty fish in the named zone. Requires an active catchfishzone named tracker. Supports * wildcard. |
| releasefish:fishItemId:qty | True if the player has released ≥ qty fish by item ID. Requires an active releasefish named tracker. Supports * wildcard. |
| 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 tracking tag needed. |
Example
// Require catching 10 fish of any type
"Requirements": [
"questStarted:fishing_quest",
"catchfish:*: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
For killing named HyCitizens NPCs (rather than mob entity types). Requires an active
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 — use killCitizen:*:qty
to count kills of any HyCitizens NPC, or a pattern like killCitizen:Bandit*:qty
to match all citizen names beginning with "Bandit".
| Format | Description |
|---|---|
| killCitizen:citizenName:qty | True if the player has killed ≥ qty HyCitizens NPCs with the given display name. |
Example
// Require killing 3 "Bandit Guard" citizens
"Requirements": [
"questStarted:bandit_raid",
"killCitizen:Bandit Guard: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"]
Item Harvest
Tracks how many items a player has harvested from blocks or crops. Requires an active
named tracker of type harvest (e.g. track:herb_harvest:harvest:*Herb*).
The * wildcard is supported for matching multiple item IDs.
Fires on InteractivelyPickupItemEvent (block/crop harvest) — does
not fire for picking up dropped item entities from the ground.
| Format | Description |
|---|---|
| harvest:itemId:qty | True if the player has harvested ≥ qty of the item. Requires an active harvest named tracker. Supports * wildcard. |
Item Pickup
Tracks how many items a player has picked up (via InteractivelyPickupItemEvent,
the same event as harvest). Requires an active named tracker of type pickup
(e.g. track:herb_pickup:pickup:*Herb*). The *
wildcard is supported for matching multiple item IDs.
| Format | Description |
|---|---|
| pickup:itemId:qty | True if the player has picked up ≥ qty of the item. Requires an active pickup named tracker. Supports * wildcard. |
Example
// Quest requiring picking up 20 of any herb
"Requirements": [
"questStarted:herb_gathering",
"pickup:*Herb*:20"
]
Kill Counting
Kill counting requires an active named tracker of type kill
(e.g. track:goblin_kills:kill:Goblin*). The counter
automatically increments whenever the player kills an entity matching the tracker's target.
| Format | Description |
|---|---|
| kill:entityTypeId:qty | True if the player has killed ≥ qty of the specified entity type. |
Kill counting is not automatic. You must add a
track:id:kill:entityTypeId action to the player (typically via a
quest-start response) before kills are counted. Use untrack:id to
reset the counter and stop counting.
The entity type ID supports * as a wildcard for partial matching.
A leading, trailing, or interior * matches any characters in that
position. This lets you track multiple variants of an enemy with a single tracking
tag. The tracking tag must use the same wildcard pattern.
kill:Goblin*:10— counts Goblin_Duke, Goblin_Miner, Goblin_Scout, etc.kill:*Boss*:1— counts any entity whose ID contains "Boss"
Example
// Require 10 goblin kills (any goblin variant)
"Requirements": [
"questStarted:lost_sword",
"kill:Goblin*: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 notTag:flag. |
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 requirements track global player actions. The relevant tracking tag must be added before the counter starts accumulating.
| Format | Description |
|---|---|
| playerKill:qty | True if the player has killed ≥ qty other players. Requires an active playerkill named tracker. |
| travelDistance:qty | True if the player has traveled ≥ qty blocks. Requires an active travel named tracker. No progress notification is sent. |
Example
// Unlock a bounty page after 5 player kills
"Requirements": [
"questStarted:bounty_hunter",
"playerKill:5"
]
// Reward the player for exploring 1000 blocks
"Requirements": [
"questStarted:explorer_quest",
"travelDistance: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 | True if the player does not have the named tag. |
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). |
| 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 |
| kill:entityTypeId:qty | Kill Count | Kill threshold (requires tracking tag; * wildcard supported) |
| killCitizen:name:qty | Citizen Kill | HyCitizen kill threshold (requires tracking tag; * wildcard supported) |
| break:blockId:qty | Block Break | Block break threshold (requires tracking tag; * wildcard supported) |
| place:blockId:qty | Block Place | Block place threshold (requires tracking tag; * wildcard supported) |
| 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 |
| depth:less|greater|equal:value | Position | Player Y-position comparison |
| distanceFrom:less|greater|equal:x:y:z:dist | Position | Distance from fixed world point |
| playerKill:qty | Player Stats | Player-kill count threshold (requires playerkill named tracker) |
| travelDistance:qty | Player Stats | Blocks traveled threshold (requires travel named tracker) |
| 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 |
| 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) |
| harvest:itemId:qty | Item Harvest | Block/crop harvest count ≥ qty (* wildcard; requires harvest named tracker) |
| pickup:itemId:qty | Item Pickup | Pickup count ≥ qty (* wildcard; requires pickup named tracker) |
| catchfish:fishItemId:qty | Fishing | Fish catch count ≥ qty by item ID (* wildcard; requires HyFishing + catchfish tracker) |
| catchfishbiome:biomeName:qty | Fishing | Catch count by biome (* wildcard; requires HyFishing + catchfishbiome tracker) |
| catchfishrarity:rarity:qty | Fishing | Catch count by rarity (requires HyFishing + catchfishrarity tracker) |
| catchfishzone:zoneName:qty | Fishing | Catch count by zone (* wildcard; requires HyFishing + tracking tag) |
| releasefish:fishItemId:qty | Fishing | Release count (* wildcard; requires HyFishing + tracking tag) |
| hasfishinbag:fishItemId:qty | Fishing | Live bag check; * for any fish; no tracking tag 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) |