Block Conditions
blockConditions:
ifBlockAge: <2
ifBlockAgeMsg: "héhéhé you can custom your message here"
ifBlockAgeCancel: true
ifBlockAgeCancelCmds:
- say how sad
ifContainerEmpty - Not
Description: Check if the block contains items or not.
Example:
blockConditions:
ifContainerEmpty: true
ifContainerNotEmpty: true
ifContainerContains
Description: Check if the block contains material(s)
Example:
blockConditions:
requiredItems:
requiredItem0:
material: STONE
amount: 1
notExecutableItem: false
ifContainerContainsEI
Description: Check if the block contains EI(s)
Example:
blockConditions:
requiredExecutableItems:
requiredEI0:
executableItem: Bergbauhammer
amount: 1
ifIsPowered - Not
Description: Checks if the target block is (or must not be) powered by a redstone signal
Example:
blockConditions:
ifIsPowered: false
ifIsPoweredMsg: ''
ifMustBeNotPowered: true
ifMustBeNotPoweredMsg: ''
Example Situations:
If the block you are clicking at is a lit redstone lamp, the activator will activate
Required: NO (Default: false)
ifMustBeNatural - ifMustBeNotNatural
Description: Checks if the target block is a natural block (so not a placed block) (CORE PROTECT MUST BE INSTALLED)
Don't use that in an activator very frenquetly used because it will require a lot of performances
Example:
blockConditions:
ifMustBeNotNatural: true
ifMustBeNotNaturalMsg: ''
ifMustBeNotNaturalCancel: true
blockConditions:
ifMustBeNatural: true
ifMustBeNaturalMsg: ''
ifMustBeNaturalCancel: true
Example Situations:
If the block you are clicking is/isn't natural, the activator will activate
Required: NO (Default: false)
ifPlayerMustBeOnTheBlock
Description: Checks if the target block has a player on top of it
Example:
blockConditions:
ifPlayerMustBeOnTheBlock: false
ifPlayerMustBeOnTheBlockMsg: ''
Example Situations:
If the block you are clicking has a player on top of it, the activator activates
Required: NO (Default: false)
ifNoPlayerMustBeOnTheBlock
Description: Checks if the target block has no player on top of it
Example:
blockConditions:
ifNoPlayerMustBeOnTheBlock: false
ifNoPlayerMustBeOnTheBlockMsg: ''
Example Situations:
If the block you are clicking has a player on top of it, the activator doesn't activate
Required: NO (Default: false)
ifPlantFullyGrown - ifPlantNotFullyGrown
Description: Checks if the target block is a fully grown plant.
Example:
blockConditions:
ifPlantFullyGrown: true
ifPlantFullyGrownMsg: ''
##################################################
blockConditions:
ifPlantNotFullyGrown: true
ifPlantNotFullyGrownMsg: ''
Example Situations:
If the wheat crop is fully grown, the activator will activate.
Required: NO (Default: false)
ifBlockAge
Description: Checks the target block age (crops)
Example:
blockConditions:
ifBlockAge: <2
ifBlockAgeMsg: "héhéhé you can custom your message here"
ifBlockLocationX - Y -Z
Description: Checks the target block location X / Y / Z
Example:
blockConditions:
ifBlockLocationX: 500 < CONDITION < 1500
ifBlockLocationXMsg: "héhéhé you can custom your message here"
ifBlockLocationY: 50 < CONDITION < 150
ifBlockLocationYMsg: "héhéhé you can custom your message here"
ifBlockLocationZ: 500 < CONDITION < 1500
ifBlockLocationZMsg: "héhéhé you can custom your message here"
ifUsage
It checks the usage of the clicked ExecutableBlock, if the usage is valid, the activator will work, otherwise an error message is displayed.
Example:
blockConditions:
ifUsage: 4< #it also supports intervals like 4 < CONDITION <= 8
ifUsageMsg: "&cError the executableBlock clicked must have more than 3 usages but less than 10"
Required: NO
ifContainerContainsSellableItem
Description: Checks if the clicked container has items that can be sold
Example:
blockConditions:
ifContainerContainsSellableItem: true
ifContainerContainsSellableItemMsg: "&cError the executableBlock clicked must have more than 3 usages but less than 10"
Block Around Conditions
Description: Checks the blocks around the clicked block:
Example:
blockConditions:
blockAroundCdts:
blockAround0:
southValue: 0
northValue: 0
westValue: 0
eastValue: 0
aboveValue: 1
underValue: 0
errorMsg: '&c&oA block is not placed correctly !'
blockTypeMustBe:
- STONE
- COBBLESTONE
- ANDESITE
- ITEMSADDER:turquoise_block
- EXECUTABLEBLOCKS:CUSTOMDIRT
- !DIRT
- ALL_ORES
blockConditions:
requiredItems: {}
requiredExecutableItems: {}
blockAroundCdts:
blockAround0:
southValue: 0
northValue: 0
westValue: 0
eastValue: 0
aboveValue: 0
underValue: 1
errorMsg: ''
blockTypeMustBe:
- stone
placeholdersConditions:
plchCdt0:
type: PLAYER_STRING
comparator: EQUALS
part1: '%var_x%'
part2: '10'
cancelEventIfNotValid: false
messageIfNotValid: ''
messageIfNotValidForTarget: ''
stopCheckingOtherConditionsIfNotValid: true
placeholderConditionCmds:
- say not run
Q: What exactly is going on in placeholder conditions? A: The placeholder %var_x% is being parsed according to the block in that position. Meaning, you can use this method to assign a specific number to insane amount of unique EBs without writing each id that may change overtime in blockTypeMustBe
Last updated