Block Conditions
blockConditions:
     ifBlockAge: <2
     ifBlockAgeMsg: "héhéhé you can custom your message here"
     ifBlockAgeCancel: true
     ifBlockAgeCancelCmds:
     - say how sadifContainerEmpty - Not
- Description: Check if the block contains items or not. 
- Example: 
blockConditions:
      ifContainerEmpty: true
      ifContainerNotEmpty: trueifContainerContains
- Description: Check if the block contains material(s) 
- Example: 
blockConditions:
      requiredItems:
        requiredItem0:
          material: STONE
          amount: 1
          notExecutableItem: falseifContainerContainsEI
- Description: Check if the block contains EI(s) 
- Example: 
 blockConditions:
      requiredExecutableItems:
        requiredEI0:
          executableItem: Bergbauhammer
          amount: 1ifIsPowered - 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
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