Where Requirements Appear

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.

Arena

Arena progress requirements use named trackers. Set up a tracker with type arena_complete (counts full completions) or arena_wave (counts waves cleared), then check with track:id:qty. The arena ID used as the target matches what was passed to startArena:. Supports * wildcards (e.g. shadow_* to count all shadow arenas). Wave arenas are now a Core feature — no optional dependency required.

FormatDescription
track:id:qty True if the named arena tracker has count ≥ qty. Tracker types: arena_complete, arena_wave.

Example

// Require 3 Shadow Trial completions to unlock the final page
"Actions": ["track:shadow_clears:3:arena_complete:[shadow_trial]"]
"Requirements": ["track:shadow_clears:3"]

Mailbox (Books and Papers optional dependency)

Checks the player's mailbox queue from the Books and Papers plugin. The check is per-world; the result reflects the mailbox in whichever world the player is currently in. Always evaluates false when Books and Papers is not installed.

FormatDescription
hasmail True when the player has at least one queued item in their Books-and-Papers mailbox.

Example

// Show a "you have mail!" page only when something is waiting
"Requirements": ["hasmail"]

Perfect Parries (Perfect Parries optional dependency)

Counts perfect parries and counterattacks via named trackers. Set up a tracker with track:id:parry:[targets] or track:id:counter:[targets], then check with track:id:qty. Targets match the attacker's NPC type ID (e.g. Zombie), the literal Player for PvP, or * for any. Both tracker types remain at 0 if Perfect Parries is not installed.

FormatDescription
track:id:parry:[targets] Tracker setup. Increments once per successful perfect parry. Targets match the attacker's entity type.
track:id:counter:[targets] Tracker setup. Increments once per successful counterattack landed after a parry. Targets match the countered entity's type.
track:id:qty True when the named parry/counter tracker has reached qty.

Example

// Quest start: count any perfect parry, and counterattacks against zombies
"Actions": [
  "questStarted:duelist_trial",
  "track:duelist_parries:parry:[*]",
  "track:zombie_counters:counter:[Zombie]"
]

// Turn-in page
"Requirements": ["track:duelist_parries:25", "track:zombie_counters:10"]

Perfect Dodges (Perfect Dodges optional dependency)

Counts perfect dodges via a named tracker. Set up a tracker with track:id:dodge:[targets], then check with track:id:qty. Targets match the attacker's NPC type ID (e.g. Trork), the literal Player for PvP, or * for any. The tracker remains at 0 if Perfect Dodges is not installed.

FormatDescription
track:id:dodge:[targets] Tracker setup. Increments once per successful perfect dodge. Targets match the attacker's entity type.
track:id:qty True when the named dodge tracker has reached qty.

Example

// Quest start: count any perfect dodge, plus dodges against trorks
"Actions": [
  "questStarted:nimble_trial",
  "track:any_dodges:dodge:[*]",
  "track:trork_dodges:dodge:[Trork*]"
]

// Turn-in page
"Requirements": ["track:any_dodges:25", "track:trork_dodges: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*).

FormatDescription
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).

FormatDescription
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.

FormatDescription
cooldown:key:seconds True if ≥ seconds have passed since setTimestamp:key was called, or if it was never called.
💡
Daily Reward Pattern

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.

FormatDescription
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.
💡
Daily Reset Pattern

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.

FormatDescription
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.

FormatDescription
track:id:qty True if the named fishing tracker has count ≥ qty. Tracker types: catchfish, catchfishbiome, catchfishrarity, catchfishzone, catchfishlegendary, catchfishnew, catchfishperf, releasefish, fishmiss. Supports * wildcard on target. AA-specific types (catchfishlegendary, catchfishnew, catchfishperf, fishmiss) require Anglers' Almanac.
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.
fishmiss:fishItemId:qty True if the player has lost (failed the AA minigame on) ≥ qty matching fish. Supports * wildcard. Requires tracking:fishmiss:fishItemId tag and Anglers' Almanac.
catchfishlegendary:qty True if the player has caught ≥ qty legendary fish (AA isLegendary flag). Requires tracking:catchfishlegendary tag and Anglers' Almanac.
catchfishnew:qty True if the player has caught ≥ qty new-discovery fish (AA isNewDiscovery flag). Requires tracking:catchfishnew tag and Anglers' Almanac.
catchfishperf:rating:qty True if the player has ≥ qty catches at the given AA performance rating (perfect, great, good, fail, nil). Requires tracking:catchfishperf:rating tag and Anglers' Almanac.

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"
]

Achievements

Gate quests on the player’s achievement state. See the Achievements section in the Core overview for how achievements are defined and unlocked. All four checks return false when the AchievementManager is unavailable (e.g. before player data is loaded).

FormatDescription
achievement:id True once the player has unlocked any stage of the named achievement.
achievement:id:minStage True once the player has unlocked at least the given 1-based stage tier.
achievementstages:id:n True once the player has unlocked at least n stages of the named achievement.
achievementcount:n True once the player has unlocked at least n distinct achievements (any stage). Achievements whose config no longer exists are skipped.
achievementpoints:n True once the player’s total earned achievement points are ≥ n. Points are summed across all unlocked stages of every achievement.

Example

// Gate a master-fisher quest behind unlocking the legendary catch milestone
"Requirements": [
  "achievement:legendary_catch"
]

// Hidden bonus dialog once the player has 50+ achievement points
"Requirements": [
  "achievementpoints:50"
]

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.

FormatDescription
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 vs Per-Player

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".

FormatDescription
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.

FormatDescription
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.
Consumption Timing

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 Group

Matches when the player holds at least qty of any single item whose id matches one of the target patterns (and does not match any exclude pattern). Patterns use the same * wildcard semantics as the named tracker system. The id is a human-readable label used in objective progress text (e.g. Ores: 15/25).

When used as a response requirement with the trailing :true flag, the dialogue prompts the player to pick which specific item id to turn in (if more than one matching stack is present) and consumes qty of the chosen item on click.

FormatDescription
itemgroup:id:[patterns]:qty True if any matching item id has ≥ qty in the player's inventory. Check only.
itemgroup:id:[patterns]:qty:true Same check; on response click, prompts for selection (if needed) and consumes qty of the chosen item.
itemgroup:id:[patterns]:exclude:[patterns]:qty[:true] Same with an exclusion filter — ids matching an exclude pattern are ignored even if they match a target pattern.
💡
Objective Display

When used in Objectives, the renderer shows progress as the highest matching stack count (e.g. if the group requires 25 and the player has 10 Iron_Ore and 18 Copper_Ore, the objective displays 18/25).

Example

// Bring 25 of any ore (but not the rare purple/green variants)
"Requirements": [
  "questStarted:ore_donation",
  "itemgroup:Ores:[*Ore*,*Crustal*]:exclude:[*Purple*,*Green*]:25"
]

// On the response, prompt and consume 25 of whichever ore the player picks
"Responses": [{
  "Text": "Here are the ores.",
  "Requirements": ["itemgroup:Ores:[*Ore*,*Crustal*]:exclude:[*Purple*,*Green*]:25:true"],
  "Actions": ["completequest:ore_donation"]
}]

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.

FormatDescription
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.

FormatDescription
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"
]

Item Use

Count item activations (mouse clicks while holding the item) using a named tracker of type use. Set up with track:id:use:itemId, then check with track:id:qty. Increments once per Pressed click; the * wildcard is supported on the target. Use cases: counting melee sword swings, bow shots, wand/spell-tome casts, potion drinks — anything the client triggers via mouse input on a held item. Hytale has no separate spell-cast event, so spells are tracked here on the spell-source item ID.

FormatDescription
track:id:qty True if the named use tracker has count ≥ qty. See Named Tracker. Supports * wildcard on target.
track:id:use:[items]:button:left|right Setup-action variant restricting counting to one mouse button (left for melee swings, right for activations like wands and tomes). Omitted = either button.

Example

// Cast a fire tome 5 times (right-click only)
"Actions": ["questStarted:fire_training", "track:fire_casts:use:Tome_Fire:button:right"]
"Requirements": [
  "questStarted:fire_training",
  "track:fire_casts:5"
]

Icon State (QuestLines Icons optional dependency)

Checks whether a per-player icon-state override is currently active on a specific NPC. The override is set with the matching iconState: action — this requirement only reads it. Use it to gate dialogue on a state previously forced by another quest’s action.

Only registered when the QuestLines Icons companion plugin is active. On installs without Icons the requirement always evaluates to false.

FormatDescription
iconState:npcId:state True iff the player’s override for npcId is currently set to state. state must be one of available, inprogress, objectives_complete, completed, locked, waiting, repeatable_ready, story, custom, unknown. False if no override is set or the override is a different state — this does not read the auto-computed state shown by Icons.

Example

// Page only opens once another quest has flagged the smith as ready
"Requirements": ["iconState:smith_id:objectives_complete"]

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.

FormatDescription
track:id:qty True if the named kill tracker has count ≥ qty. See Named Tracker.
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Partial Name Matching

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.

FormatDescription
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.
not: syntax

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).

FormatDescription
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

FormatDescription
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 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.

FormatDescription
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.

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.

FormatDescription
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.
💡
Page Ordering with Variables

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.

FormatDescription
npcname:displayName True if the NPC that opened the dialogue has the given display name (case-insensitive).
Not available in auto-trigger

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.

FormatDescription
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"]

Regions (QuestLines Claims or OrbisGuard)

Check whether the player is inside, owns, or is a member of a named region. QuestLines Claims is checked first when installed; OrbisGuard is used as a fallback for any region ID Claims does not recognise. Returns false if neither plugin recognises the region ID.

FormatDescription
inregion:regionId True if the player is currently inside the named region.
regionowner:regionId True if the player is an owner of the named region. For QL Claims this is the current rent tenant (rent plots) or the current buy owner (buy plots); admin regions have no owner.
regionmember:regionId True if the player is a member or owner of the named 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.

FormatDescription
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.

FormatDescription
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

FormatDescription
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.
areaCheck:[entityA,entityB,...]:x:y:z:radius True if at least one entity matching one of the bracket-list patterns is found within radius blocks of (x, y, z). Patterns use the same * wildcard rules as the tracker target system; literal Player matches any player entity. A bare single name (no brackets) is also accepted.
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 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.

FormatDescription
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"
]

Quest State

FormatDescription
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.

FormatDescription
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"]

Endless Leveling (EndlessLeveling optional dependency)

Compares the player's Endless Leveling level, XP, skill attributes, race, or class. Requires the EndlessLeveling plugin to be active; returns false silently if it is not installed. The level cap is per-player (prestige-aware), so ellevel:max uses getLevelCap(uuid).

FormatDescription
ellevel:max True if the player is at their EL level cap.
ellevel:equal:value True if the player's EL level equals value.
ellevel:greater:value True if the player's EL level is strictly greater than value.
ellevel:less:value True if the player's EL level is strictly less than value.
ellevel:greaterOrEqual:value True if the player's EL level is ≥ value.
ellevel:lessOrEqual:value True if the player's EL level is ≤ value.
elxp:equal:value True if the player's EL XP equals value.
elxp:greater|less|greaterOrEqual|lessOrEqual:value EL XP comparison operators.
elskill:SKILL:equal:value True if the player's SKILL level equals value.
elskill:SKILL:greater|less|greaterOrEqual|lessOrEqual:value Skill attribute level comparison. Skill IDs (case-insensitive): STRENGTH, HASTE, DEFENSE, LIFE_FORCE, STAMINA, FLOW, SORCERY, DISCIPLINE, PRECISION, FEROCITY.
elrace:raceId True if the player's race ID matches (case-insensitive).
elclass:classId True if the player's primary OR secondary class matches (case-insensitive).
elclass:primary:classId True if the player's primary class matches.
elclass:secondary:classId True if the player's secondary class matches.

Example

// Require level 20 and some strength to start a raid
"Requirements": ["ellevel:greaterOrEqual:20", "elskill:STRENGTH:greater:5"]

// Warrior-only dialogue branch
"Requirements": ["elclass:primary:warrior"]

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.

FormatDescription
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.
Page Ordering for Timed Quests

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

FormatDescription
world:worldName True if the player is currently in the named world.

Example

"Requirements": ["world:overworld"]

World Time

FormatDescription
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.

FormatDescription
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

FormatCategoryDescription
questCompleted:idQuest StateQuest is completed
questNotCompleted:idQuest StateQuest is not completed
questStarted:idQuest StateQuest is in progress
questNotStarted:idQuest StateQuest not started
hasTag:tagTagsPlayer has tag
notTag:tagTagsPlayer does not have tag — deprecated, use !hastag:tag
track:id:qtyTrackingNamed tracker count ≥ qty (set up with track:id:type:target action; all count-based tracking uses this format)
item:itemId:qtyInventoryHas item (no consume)
item:itemId:qty:trueInventoryHas item (consume on use)
talk:citizenName:qtyNPC TalkTalk count threshold (auto-tracked; use the NPC's display name)
npcname:displayNameNPC NameTrue if the NPC that opened the dialogue has this name (case-insensitive; always false in auto-trigger)
cooldown:key:secondsCooldownElapsed since setTimestamp (true if never set)
timedActive:key:secondsTimerTimer running and not yet expired
timedExpired:key:secondsTimerTimer started and expired
timedExact:key:hour:minuteTimerDaily reset gate; true if timestamp unset or before last HH:MM
nearPosition:x:y:z:rPositionWithin radius blocks (sphere)
inArea:x1:y1:z1:x2:y2:z2PositionInside axis-aligned box defined by two corners
areaCheck:[entityA,entityB]:x:y:z:rPositionAny listed entity exists within radius of point (* wildcards; Player = any player)
depth:less|greater|equal:valuePositionPlayer Y-position comparison
distanceFrom:less|greater|equal:x:y:z:distPositionDistance from fixed world point
timeOfDay:morning|afternoon|evening|nightWorld TimeTime of day
moonPhase:full|waning|new|waxing|<int>Moon PhaseMoon phase check
world:worldNameWorldCurrent world
zone:regionNameZone/BiomePlayer is in named world zone
biome:biomeNameZone/BiomePlayer is in named biome
any:req1|req2|...LogicOR across sub-requirements
not:requirementLogicNegate any requirement
!requirementLogicShorthand negation — equivalent to not:requirement
macro:nameLogicAll requirements in named macro must pass (AND group); defined in macros.json
variable:name:equal:valueVariableNamed variable equals value
variable:name:greater:valueVariableNamed variable > value
variable:name:less:valueVariableNamed variable < value
variable:name:greaterOrEqual:valueVariableNamed variable ≥ value
variable:name:lessOrEqual:valueVariableNamed variable ≤ value
economy:canafford:amountEconomyPlayer balance ≥ amount (requires VaultUnlocked)
permission:has:perm.nodePermissionsPlayer has permission node (requires VaultUnlocked)
mmo:skillId:equal:valueMMO SkillSkill level equals value (requires MMOSkillTree)
mmo:skillId:greater|less|greaterOrEqual|lessOrEqual:valueMMO SkillSkill level comparison (requires MMOSkillTree)
rpglevel:maxRPG LevelPlayer is at max RPG level (requires RPGLeveling)
rpglevel:equal:valueRPG LevelRPG level equals value (requires RPGLeveling)
rpglevel:greater|less|greaterOrEqual|lessOrEqual:valueRPG LevelRPG level comparison (requires RPGLeveling)
rpgxp:greater|less|equal|greaterOrEqual|lessOrEqual:valueRPG XPTotal RPG XP comparison (requires RPGLeveling)
ellevel:maxEL LevelPlayer at EL level cap (requires EndlessLeveling)
ellevel:equal|greater|less|greaterOrEqual|lessOrEqual:valueEL LevelEL level comparison (requires EndlessLeveling)
elxp:equal|greater|less|greaterOrEqual|lessOrEqual:valueEL XPEL XP comparison (requires EndlessLeveling)
elskill:SKILL:equal|greater|less|greaterOrEqual|lessOrEqual:valueEL SkillSkill attribute level (requires EndlessLeveling)
elrace:raceIdEL RacePlayer's race matches (requires EndlessLeveling)
elclass:classId, elclass:primary|secondary:classIdEL ClassPrimary/secondary class match (requires EndlessLeveling)
hasfishinbag:fishItemId:qtyFishingLive bag check; * for any fish; no tracker needed (requires HyFishing)
inregion:regionIdRegionsPlayer is inside named region (QL Claims first, then OrbisGuard)
regionowner:regionIdRegionsPlayer owns named region (QL Claims first, then OrbisGuard)
regionmember:regionIdRegionsPlayer is member or owner of named region (QL Claims first, then OrbisGuard)
global:hastag:tagNameGlobal StateServer-wide tag list contains the tag
global:nottag:tagNameGlobal StateServer-wide tag list does not contain the tag
global:variable:name:op:valueGlobal StateServer-wide variable comparison (ops: greater, less, equal, greaterOrEqual, lessOrEqual)
hasmailMailboxPlayer has at least one queued item in their Books-and-Papers mailbox (requires Books and Papers)
iconState:npcId:stateIcon StatePlayer’s per-NPC icon-state override is currently set to state (one of available, inprogress, objectives_complete, completed, locked, waiting, repeatable_ready, story, custom, unknown) (requires QuestLines Icons)