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fromgate edited this page Apr 10, 2018 · 23 revisions

Flag is very important part of activator and define a condition to check. Every activator could contains unlimited number of flags. When activator is executing, first it testing all flags and if least one condition returns false value it will execute set of reactions instead of actions.

Result of any flag can be inverted. You need to put symbol "!" in front of flag name. For example, let the flag "GROUP = default" returns false. But in combination "!GROUP = default", in the same situation it will return true.

List of flags

Flag Parameters Condition to check
GROUP <GroupName> Player member of group (Vault plugin required)
PERM <Permission> Player has permission
TIME <TimeInHours> In game time.
Example:
TIME:10,11,20,21
ITEM <Item> Find item in hand
ITEM_INVENTORY <Item> Find item in inventory
ITEM_WEAR <Item> Find item in armor slot
TOWN <Town> Check player's town
MONEY <MoneyAmount> Check player account
CHANCE <Chance> Roll dice with defined chance (percents)
PVP <Time> Checks is player was in PVP-action during <Time>
ONLINE <RequiredOnline> Number of player online
DELAY id:<DelayId> [player:<Player] [set-time:<Time>] Check the countdown of global delay variable. This flag provided placeholder defined at DELAY (DELAY_PLAYER) action page
DELAY_PLAYER id:<DelayId> [player:<Player] [set-time:<Time>] Check the countdown of personal delay variable. This flag provided placeholder defined at DELAY (DELAY_PLAYER) action page
STATE <StateToCheck> Check player's state.
State to check could be:
• STAND
• SNEAK
• SPRINT
• VEHICLE
• VEHICLE_MINECART
• VEHICLE_BOAT
• VEHICLE_PIG
• VEHICLE_HORSE
• FLY
• OP
• SPECTATOR_TARGET
• GLIDE
• GOD
REGION [<World>.]<RegionName> Is player in region?
ReActions uses a format [<World>.]<RegionName> to determine exist region. You can skip the world name if you region located at your server main world.
Examples:
• REGION NetherWorld.spawn
• REGION spawn
To check if the player is outside of any region:
REGION __global__
REGION_PLAYERS [<World>.]<RegionName>/<NumberOfPlayers> This flag returns true when there <NumberOfPlayers> (or more) players located in region [<World>.]<RegionName>
REGION_MEMBER [<World>.]<RegionName> Is player member of region?
REGION_OWNER [<World>.]<RegionName> Is player owner of defined region?
REGION_STATE [<World>.]<RegionName.FlagName.FlagValue>[/<GroupName>] Check flag value in the region
<FlagName>
GroupName List: all, members, owners, nonmembers, nonowners
GAMEMODE <survival / creative / adventure> Check player's gamemode
FOODLEVEL <FoodLevel> Check food level
XP <XPValue> Check player total experience
LEVEL <LevelValue> Check player experience level
HEALTH <HealthValue> Check player health value
POWER <Location> Check redstone power state of block
WORLD <WorldName> Check player's world
BIOME <BiomeName> Check biome around player
LIGHT_LEVEL <LightLevel> Player is in dark place?
Light level is a numerical value: 1 .. 20
WALK_BLOCK <BlockType> Player is walking on the defined block?
DIRECTION <Direction> Check is player directed to...?
Possible direction values:
• NORTH
• NORTHEAST
• NORTHWEST
• SOUTH
• SOUTHEAST
• SOUTHWEST
• EAST
• WEST
EXECUTE_STOP <ActivatorId> Check stopped-state of delayed EXEC activator
WEATHER <rain / thunder / clear> Check weather state around player
TIMER_ACTIVE <TimerId> Check active state of defined timer. Returns false if timer is paused
SQL_CHECK query:{SELECT...} value:<value> column:<column> Compares result of SQL-query with provided value.
SQL_RESULT query:{SELECT...} Check is result of SQL-query returns data. If result is empty flag will return false
RNC_RACE <RaceName> Check player's race (Requires RacesAndClasses plugin)
RNC_CLASS <ClassName> Check player's class (Requires RacesAndClasses plugin)
FCT_PLAYER <FactionName> Check is player is member of defined faction
FCT_AT_ZONE_REL <Relation> Check is player located in zone of faction with defined relations
Relations list: LEADER, OFFICER, MEMBER, RECRUIT, ALLY, TRUCE, NEUTRAL, ENEMY
FCT_IS_REL_PLAYER_AROUND <Radius> <Relation> Check is there anyone with defined relation around the player
Relations list: LEADER, OFFICER, MEMBER, RECRUIT, ALLY, TRUCE, NEUTRAL, ENEMY
FCT_ARE_PLAYERS_IN_REL <Player1> <Player2> <Relation> Check is players are in defined relations.
Relation list: LEADER, OFFICER, MEMBER, RECRUIT, ALLY, TRUCE, NEUTRAL or ENEMY
COMPARE param:<Parameter> value1:<Value1> vaule2:<Value2> Compares provided parameter with list of values. Returns true if parameter is equal to one of the provided values.
VAR_EXIST id:<Id> [player:<Player>] Is variable exists?
VAR_PLAYER_EXIST id:<Id> [player:<Player>] Is personal variable exists?
VAR_COMPARE id:<Id> value:<Value> [player:<Player>] Compare global variable with value.
VAR_PLAYER_COMPARE id:<Id> value:<Value> [player:<Player>] Compare global variable with value.
VAR_GREATER id:<Id> value:<Value> [player:<Player>] Is variable greater than given value?
VAR_PLAYER_GREATER id:<Id> value:<Value> [player:<Player>] Is personal variable greater than given value?
VAR_LOWER id:<Id> value:<Value> [player:<Player>] Is variable lower than given value?
VAR_PLAYER_LOWER id:<Id> value:<Value> [player:<Player>] Is personal variable lower than given value?
VAR_MATCH id:<Id> value:<Value> [player:<Player>] Check is value of provided variable is match (regex) to provided value
VAR_PLAYER_MATCH id:<Id> value:<Value> [player:<Player>] Check is value of provided player-variable is match (regex) to provided value
FLAG_SET <[!]<Flag1>:<Value1> [!]<Flag2>:<Value2> ...> Tests all flags in the list and return true if at least one returns true. This flag implements logical "OR" operation for group of other flags.
FLY_SPEED <FlySpeedValue> Check the player's flight speed. (0..10)
WALK_SPEED <WalkSpeedValue> Check the player's walk speed. (0..10)
BLOCK loc:<Location> block:<blockType> Check type of specified block.
GREATER param:<digit> value:<digit> Check if the parameter is greater than value
LOWER param:<digit> value:<digit> Check if the parameter is lower than value
WE_SEL_BLOCKS <digit> Checks the number of blocks in the selected area. true if digit <= number of selection blocks
WE_SUPERPICKAXE <true/false> Checks whether the super pick axe is enabled
WE_TOOLCONTROL <true/false> Checks if tool control is enabled
REGION_IN_RADIUS <digit> Checks if exist region in radius from player
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