Player & Target Conditions
Conditions allow ExecutableItems users to settle criteria, conditions, or requirements.
INFO GIFS: The activator used on the GIFS to demonstrate how each condition works is the LOOP activator, that why the error message of the condition appear mutiple times.
You want add player conditions ?
So in the activator part add playerConditions.
And obviously it's targetConditions for the condition of the target.
For conditions that require numerical values, you can assign 2 conditions.
Example: "I want to create a condition that only activates if the value is greater than 50 but less than 250"
So what you would type in the config will be
50 < CONDITION < 250
If a condition fails to be met, you can enable cancelEvent so if a specific condition isn't completed, cancelEvent will run. You can also customize the error message !
Example:
playerConditions:
ifSneaking: true
ifSneakingMsg: "&cMy custom error message here"
ifSneakingCancel: true
name: '&bMySword'
lore: []
material: DIAMOND_SWORD
headDBID: ''
glow: false
glowDrop: false
disableStack: false
keepItemOnDeath: false
give-first-join: false
give-slot: 0
usage: 0
usePerDay: -1
usageLimit: -1
disable-world: []
unbreakable: false
isSpecialProjectile: false
canBeUsedOnlyByTheOwner: false
storeItemInfos: false
config_3_5: 'true'
activators:
activator1:
activator: PLAYER_CLICK_ON_PLAYER
displayName: Activator name
usageModification: 0
usePerDay: -1
cancelEventIfMaxUsePerDay: false
autoUpdateItem: false
commands:
- REGAIN HEALTH 3
silenceOutput: false
targetCommands:
- DAMAGE 5
cancelEventIfInvalidRequiredExecutableItems: false
detailedClick: RIGHT
cancelEvent: false
playerConditions:
ifSneaking: true
ifSneakingMsg: '&cYou must sneaking to activate this activator'
targetConditions:
ifPlayerHealth: '>10'
ifPlayerHealthMsg: '&cInvalid target health'
- Description: Checks if the player is sneaking
- Example:
playerConditions:
ifSneaking: false
ifSneakingMsg: '' #<- Here is where you will add the custom message.
ifNotSneaking: true
ifNotSneakingMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is (not) sneaking, the activator will activate.
- If the player is flying and descends by pressing the sneak button, the activator will activate. for ifSneaking
- Required: NO (Default: false)

Do not enable ifNotSneaking if the condition ifSneaking is enabled as it does not make sense having both enabled
- Description: Checks if the player is sprinting
- Example:
playerConditions:
ifSprinting: false
ifSprintingMsg: '' #<- Here is where you will add the custom message.
ifNotSprinting: false
ifNotSprintingMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is (not) sprinting, the activator will activate.
- Required: NO (Default: false)
- Description: Checks if the player is flying
- Example:
playerConditions:
ifFlying: false
ifFlyingMsg: '' #<- Here is where you will add the custom message.
ifNotFlying: false
ifNotFlyingMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player toggles flight by double-clicking the jump button and (not) flies, the activator will activate.
- Required: NO (Default: false)

- Description: Checks if the player is holding a shield and right-clicking it (blocking)
- Example:
playerConditions:
ifBlockng: false
ifBlockingMsg: '' #<- Here is where you will add the custom message.
ifNotBlockng: false
ifNotBlockingMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is (not) blocking with a shield, the activator will activate
- Required: NO (Default: false)

- Description: Checks if the player is gliding
- Example:
playerConditions:
ifGliding: false
ifGlidingMsg: '' #<- Here is where you will add the custom message.
ifNotGliding: false
ifNotGlidingMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player (not) glides midair with an elytra, the activator will activate.
- Required: NO (Default: false)

- Description: Checks if the player is swimming (1.13 Aquatic Update)
- Example:
playerConditions:
ifSwimming: false
ifSwimmingMsg: '' #<- Here is where you will add the custom message.
ifNotSwimming: false
ifNotSwimmingMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player jumps into the water and starts swimming in a freestyle position, the activator will activate.
- Required: NO (Default: false)

- Description: Checks if the player is stunned
- Example:
playerConditions:
ifStunned: false
ifStunnedMsg: '' #<- Here is where you will add the custom message.
You can stun a player by running the custom player command STUN_ENABLE
// Example of a stun of 5 seconds
- STUN_ENABLE
- DELAY 5
- STUN_DISABLE
- Required: NO (Default: false)
- Description: Checks if the player is on fire
- Example:
playerConditions:
ifIsOnFire: false
ifIsOnFireMsg: '' #<- Here is where you will add the custom message.
ifIsNotOnFire: false
ifIsNotOnFireMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is (not) on fire by falling in lava / walking on fire, the activator will activate
- Required: NO (Default: false)
- Description: Checks if the player is in the air.
- Example:
playerConditions:
ifIsInTheAir: false
ifIsInTheAirMsg: '' #<- Here is where you will add the custom message.
ifIsNotInTheAir: false
ifIsNotInTheAirMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player has (no) blocks under its feet, the activator will activate.
- Required: NO (Default: false)

It will check the block under your feet. It will also properly check slabs.
- SUPPORTS THE FOLLOWING PLUGINS:
- Towny
- Description: Checks if the player is on his town.
- Example:
playerConditions:
ifPlayerMustBeOnHisTown: true
ifPlayerMustBeOnHisTownMsg: '' #<- Here is where you will add the custom message.
- Required: NO (Default: false)
- SUPPORTS THE FOLLOWING PLUGINS:
- GriefPrevention
- Lands
- GriefDefender
- Residence
- Description: Checks if the player is on a claim he/she has permission at.
- Example:
playerConditions:
ifPlayerMustBeOnHisClaim: true
ifPlayerMustBeOnHisClaimMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is on a claim he/she owns, the activator will activate.
- If the player is on a claim that he/she does not own but has permission, the activator will activate.
- Required: NO (Default: false)
- SUPPORTS THE FOLLOWING PLUGINS:
- GriefPrevention
- Lands
- GriefDefender
- Residence
- Description: Checks if the player is on a claim he/she has permission at or in wilderness.
- Example:
playerConditions:
ifPlayerMustBeOnHisClaimOrWilderness: true
ifPlayerMustBeOnHisClaimOrWildernessMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is on a claim he/she owns, the activator will activate.
- If the player is on a claim that he/she does not own but has permission, the activator will activate.
- if the player is on wilderness the activator will activate.
- Required: NO (Default: false)
- Description: Checks if the player is on his/her island.
- Plugins compatible:
- IridiumSkyblock
- SuperiorSkyblock2
- BentoBox
- Example:
playerConditions:
ifPlayerMustBeOnHisIsland: true
ifPlayerMustBeOnHisIslandMsg: '' #<- Here is where you will add the custom message
- Example Situations:
- If the player is on his island, the activator will activate.
- Required: NO (Default: false)
- SUPPORTS THE FOLLOWING PLUGINS:
- PlotSquared
- Description: Checks if the player is on a plot he/she has permission at.
- Example:
playerConditions:
ifPlayerMustBeOnHisPlot: true
ifPlayerMustBeOnHisPlotMsg: '' #<- Here is where you will add the custom message
- Required: NO (Default: false)
- Description: Checks if the direction the player looking at is clear or blocked
- Example:
playerConditions:
ifCursorDistance: '>5'
ifCursorDistanceMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- In ">5", as long as there is air beyond 5 blocks in front of you, the activator will activate
- In "<5", if there are air blocks 5 blocks ahead of you, the activator will not activate
- Required: NO

- Description: Checks if the player is on a place with the correct light level
- Example:
1playerConditions:2ifLightLevel: ==53ifLightLevelMsg: '' #<- Here is where you will add the custom message.Exit with⌃↩
- Example Situations:
- If the value is
<5
, the activator will only activate if the light level in the player's location is below 5 - If the value is
<=5
, the activator will only activate if the light level in the player's location is 5 and below. - If the value is
==13
, the activator will only activate if the light level in the player's location is 13. - If the value is
>5
, the activator will only activate if the light level in the player's location is above 5. - If the value is
>=5
, the activator will only activate if the light level in the player's location is 5 and above.
- Required: NO
- More Info: You can edit the error message by adding this in the file:
ifLightLevelMsg: "&4&lError you need...."
or in ingame.
If the value is
==13
, the activator will only activate if the light level in the player's location is 13. 
If the value is
==13
, the activator will only activate if the light level in the player's location is 13.
The message in chat runs a SENDMESSAGE %player_light_level%
to indicate the light level in my location
- Description: Checks if the player has the said amount of experience points.
- Example:
playerConditions:
ifPlayerExp: <8
ifPlayerExpMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the value is
<120
, the activator will only activate if the player's experience points is below 120 - If the value is
<=96
, the activator will only activate if the player's experience points is 96 and below. - If the value is
==13
, the activator will only activate if the player's experience points is 13. - If the value is
>696
, the activator will only activate if the player's experience points is above 696. - If the value is
>=45
, the activator will only activate if the player's experience points is 45 and above.
- Required: NO
- Description: Checks if the player has the said amount of experience levels.
- Example:
playerConditions:
ifPlayerLevel: <76
ifPlayerLevelMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the value is
<700
, the activator will only activate if the player's experience points is below 700 - If the value is
<=1296
, the activator will only activate if the player's experience points is 1296 and below. - If the value is
==153
, the activator will only activate if the player's experience points is 5. - If the value is
>420
, the activator will only activate if the player's experience points is above 420. - If the value is
>=99
, the activator will only activate if the player's experience points is 99 and above.
- Required: NO
- Description: Checks if the player has the said amount of food
- Example:
playerConditions:
ifPlayerFoodLevel: '>=12'
ifPlayerFoodLevelMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the value is
<10
, the activator will only activate if the player's food is below 10 - If the value is
<=10
, the activator will only activate if the player's food is 10 and below. - If the value is
==10
, the activator will only activate if the player's food is 10. - If the value is
>10
, the activator will only activate if the player's food is above 10. - If the value is
>=10
, the activator will only activate if the player's food is 10 and above.
- Required: NO
- Description: Checks if the player has the said amount of health
- Example:
playerConditions:
ifPlayerHealth: ==20
ifPlayerHealthMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the value is
<10
, the activator will only activate if the player's health is below 10 - If the value is
<=10
, the activator will only activate if the player's health is 10 and below. - If the value is
==10
, the activator will only activate if the player's health is 20. - If the value is
>10
, the activator will only activate if the player's health is above 10. - If the value is
>=10
, the activator will only activate if the player's health is 10 and above.
- Required: NO

If the value is
<=10
, the activator will only activate if the player's health is 10 and below- Description: Checks if the player is in the said X level.
- Example:
playerConditions:
ifPosX: <76
ifPosXMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the value is
<700
, the activator will only activate if the player's X-position value is below 700 - If the value is
<=1296
, the activator will only activate if the player's X-position value is 1296 and below. - If the value is
==153
, the activator will only activate if the player's X-position value is 5. - If the value is
>420
, the activator will only activate if the player's X-position value is above 420. - If the value is
>=99
, the activator will only activate if the player's X-position value is 99 and above.
- Required: NO
- Description: Checks if the player is in the said Y level.
- Example:
playerConditions:
ifPosY: <76
ifPosYMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the value is
<700
, the activator will only activate if the player's Y-position value is below 700 - If the value is
<=1296
, the activator will only activate if the player's Y-position value is 1296 and below. - If the value is
==153
, the activator will only activate if the player's Y-position value is 5. - If the value is
>420
, the activator will only activate if the player's Y-position value is above 420. - If the value is
>=99
, the activator will only activate if the player's Y-position value is 99 and above.
- Required: NO
- Description: Checks if the player is in the said Z level.
- Example:
playerConditions:
ifPosZ: <76
ifPosZMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the value is
<700
, the activator will only activate if the player's Z-position value is below 700 - If the value is
<=1296
, the activator will only activate if the player's Z-position value is 1296 and below. - If the value is
==153
, the activator will only activate if the player's Z-position value is 5. - If the value is
>420
, the activator will only activate if the player's Z-position value is above 420. - If the value is
>=99
, the activator will only activate if the player's Z-position value is 99 and above.
- Required: NO
- Description: Checks if the player has (not) the said permission.
- Example:
playerConditions:
ifHasPermission:
- test.ei
ifHasPermissionMsg: '' #<- Here is where you will add the custom message.
ifNotHasPermission:
- test.ei
ifNotHasPermissionMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player has the permission
custom.jump.yes
, the activator will activate. If the player does not have that permission, it will not activate. - The actual condition is not used in this gif to properly display the behavior of the condition. When you actually use this condition, a specific error relays on you
- Required: NO
BEST TESTED WITHOUT OP BECAUSE IF YOU ARE OPPED, YOU HAVE ACCESS TO ANY TYPE OF PERM WHICH MAKES THIS PERMISSION USELESS

- Description: Checks if the player has the selected tag.
- Example:
playerConditions:
ifHasTag:
- thisisthenameofmytag
ifHasTagMsg: ''
ifNotHasTag:
- thisisthenameofmytag
ifNotHasTagMsg: ''
- Description: Checks if the player is (not) selecting the said block.
- Example:
playerConditions:
ifTargetBlock:
- SAND
ifTargetBlockMsg: '' #<- Here is where you will add the custom message.
ifNotTargetBlock:
- DIRT
ifNotTargetBlockMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is hovering his/her cursour into sand, the activator will activate.
- Required: NO

- Description: Checks if the player is (not) in a block.
- Example:
playerConditions:
ifIsInTheBlock:
material0:
material: COBWEB
ifIsInTheBlockMsg: '' #<- Here is where you will add the custom message.
ifIsNotInTheBlock:
material0:
material: WATER
tags: '{level:0}'
ifIsNotInTheBlockMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is in a COBWEB (head or feets), the activator will activate.
- As long as the player is not more than 1 block higher from the block the player is in, the activator will activate
- Required: NO (Default: false)
For tags specifications, refer to this list:
- Description: Checks if the player is (not) standing on a block.
- Example:
playerConditions:
ifIsOnTheBlock:
material0:
material: DIAMOND_BLOCK
material1:
material: FURNACE
tags: '{lit:true}'
material2:
material: ALL_PLANKS
ifIsOnTheBlockMsg: '' #<- Here is where you will add the custom message.
ifIsNotOnTheBlock:
material0:
material: COBWEB
ifIsNotOnTheBlockMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player has stone under its feet, the activator will activate.
- As long as the player is not more than 1 block higher from the block the player is standing at, the activator will activate
- Required: NO (Default: false)

ALL_CHESTS,
ALL_FURNACES,
ALL_PLANKS,
ALL_LOGS,
ALL_WOODS,
ALL_ORES,
ALL_WOOLS,
ALL_SLABS,
ALL_STAIRS,
ALL_FENCES,
ALL_SAPLINGS,
ALL_CROPS,
ALL_DOORS,
ALL_TRAPDOORS,
ALL_BEDS,
ALL_TERRACOTTA,
ALL_NORMAL_TERRACOTTA,
ALL_GLAZED_TERRACOTTA,
ALL_CONCRETE,
ALL_GLASS,
ALL_STAINED_GLASS,
ALL_SHULKER_BOXES;
For tags specifications, refer to this list:
- Description: Check if the player is (not) mounting the "entity(es) selected"
- Example:
playerConditions:
ifPlayerMounts:
- COW
- SILVERFISH
- FOX
ifPlayerMountsMsg: '&4&l&o[ExecutableItems] &cYou must mount on a specific entity to active the activator: &6%activator% &cof this item!'
ifPlayerNotMounts:
- PIG
ifPlayerNotMountsMsg: '&4&l&o[ExecutableItems] &cdont mount pigs'
- Description: Checks if the player is (not) in the said biome.
- Example:
playerConditions:
ifInBiome:
- TAIGA
- EXTREME_HILLS
ifInBiomeMsg: '' #<- Here is where you will add the custom message.
ifNotInBiome:
- EXTREME_HILLS
ifNotInBiomeMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is in the Birch Forest Biome and the Birch Forest Biome is listed in the list of worlds in the
ifInBiome:
condition, the activator will acitvate.
- Required: NO

- Description: Checks if the player is (not) in the said region (WorldGuard Region).
- Example:
playerConditions:
ifInRegion:
- area1
ifInRegionMsg: '' #<- Here is where you will add the custom message.
ifNotInRegion:
- mySpawnRegion
ifNotInRegionMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is in the "area1" region and the "area1" region is listed in the list of worlds in the
ifInRegion:
condition, the activator will activate.
- Required: NO

- Description: Checks if the player is (not) in the said world.
- Example:
playerConditions:
ifInWorld:
- world_nether
ifInWorldMsg: '' #<- Here is where you will add the custom message.
ifNotInWorld:
- world_the_end
ifNotInWorldMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player is in the nether and the nether is listed in the list of worlds in the
ifInWorld:
condition, the activator activates.
- Required: NO

- Description: Checks if the player has the effect(s).
- Example:
playerConditions:
ifPlayerHasEffect:
- "SPEED:0" <- (Format: "EFFECT:MINIMAL_REQUIRED_AMPLIFIER")
ifPlayerHasEffectMsg: '' #<- Here is where you will add the custom message.
- Example Situations:
- If the player has speed with at least an amplifier of 0, the activator will activate
- List of all effects: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html
- Required: NO
- Description: Checks if the player doesn't have the effect(s).
- Example:
playerConditions:
ifPlayerNotHasEffect:
- SPEED:2 # if the player has speed 1 = okay, but if has speed 2 or above, invalid
ifPlayerNotHasEffectMsg: '&4&l&o[ExecutableItems] &cYou have an effect that you shouldn''t have to active the activator: &6%activator% &cof this item!'
ifPlayerNotHasEffectCE: false
- Description: Checks if the player can break the targeted block
- Example:
playerConditions:
ifCanBreakTargetedBlock: true
Support GriefPrevention, IridiumSkyblock, SuperiorSkyblock, BentoBox, Lands, Worldguard, Towny, ProtectionStones; Residence
- Description: Checks if the player has the effect(s). MUST HAVE THE EXACT AMPLIFIER
- Example:
playerConditions:
ifPlayerHasEffectEquals:
- "SPEED:1" <- (Format: "EFFECT:REQUIRED_AMPLIFIER")
ifPlayerHasEffectEqualsMsg: '' #<- Here is where you will add the custom message.
- Example Situations: