Skip to main content

Actions Reference

This page lists the action names you can use inside achievementTasks.required and achievementTasks.while.

How to read this page

required actions add progress. while entries do not add progress; they only decide whether a required progress event is allowed to count.

required: []

Use required for the action that should increase achievement progress.

achievementTasks:
required:
- "BREAK_BLOCK;DIAMOND_ORE,DEEPSLATE_DIAMOND_ORE;10"
while: []
ActionFormat
BREAK_BLOCKBREAK_BLOCK;<MATERIALS>;<AMOUNT>
PLACE_BLOCKPLACE_BLOCK;<MATERIALS>;<AMOUNT>
HARVESTHARVEST;<MATERIALS>;<AMOUNT>
DROP_ITEMDROP_ITEM;<MATERIALS>;<AMOUNT>
LEFT_CLICK_BLOCKLEFT_CLICK_BLOCK;<MATERIALS>;<AMOUNT>
RIGHT_CLICK_BLOCKRIGHT_CLICK_BLOCK;<MATERIALS>;<AMOUNT>
PHYSICAL_INTERACT_BLOCKPHYSICAL_INTERACT_BLOCK;<MATERIALS>;<AMOUNT>
STEP_ON_BLOCKSTEP_ON_BLOCK;<MATERIALS>;<AMOUNT>
BONEMEALBONEMEAL;<MATERIALS>;<AMOUNT>
SHEARSHEAR;<MATERIALS>;<AMOUNT>
IGNITEIGNITE;<MATERIALS>;<AMOUNT>
EXTINGUISHEXTINGUISH;<MATERIALS>;<AMOUNT>
BURN_BLOCKBURN_BLOCK;<MATERIALS>;<AMOUNT>
STRIP_BLOCKSTRIP_BLOCK;<MATERIALS>;<AMOUNT>
SCRAPE_BLOCKSCRAPE_BLOCK;<MATERIALS>;<AMOUNT>
WAX_BLOCKWAX_BLOCK;<MATERIALS>;<AMOUNT>
UNWAX_BLOCKUNWAX_BLOCK;<MATERIALS>;<AMOUNT>
TILL_BLOCKTILL_BLOCK;<MATERIALS>;<AMOUNT>
CREATE_PATHCREATE_PATH;<MATERIALS>;<AMOUNT>
RING_BELLRING_BELL;<AMOUNT>
PLAY_JUKEBOXPLAY_JUKEBOX;<MATERIALS>;<AMOUNT>
REMOVE_JUKEBOX_DISCREMOVE_JUKEBOX_DISC;<MATERIALS>;<AMOUNT>
SIGNSIGN;<ACTION>;<MATERIALS>;<AMOUNT>
USEUSE;<MATERIAL>;<ACTION>;<AMOUNT>
TRIAL_CHAMBERTRIAL_CHAMBER;<SPAWNER_TYPE>;<ACTION>;<AMOUNT>
ITEMITEM;<ACTION>;<MATERIALS>;<AMOUNT>
ITEM_FRAMEITEM_FRAME;<PLACE|TAKE|ROTATE>;<MATERIAL>;<AMOUNT>
CRAFTCRAFT;<MATERIAL>;<AMOUNT>
SMELTSMELT;<BLOCK>;<MATERIALS>;<AMOUNT>
COOKCOOK;<BLOCK>;<MATERIALS>;<AMOUNT>
BREWBREW;<EFFECTS_OR_INGREDIENTS>;<AMOUNT>
ENCHANTENCHANT;<MATERIALS>;<ENCHANT>[LEVEL];<AMOUNT>
ANVILANVIL;<ACTION>;<MATERIALS>;<AMOUNT>
GRINDSTONEGRINDSTONE;<MATERIALS>;<AMOUNT>
SMITHINGSMITHING;<ACTION>;<MATERIALS_OR_TEMPLATE>;<AMOUNT>
TRIMTRIM;<TEMPLATE_OR_MATERIALS>;<AMOUNT>
STONECUTTERSTONECUTTER;<MATERIALS>;<AMOUNT>
LOOMLOOM;<PATTERNS>;<AMOUNT>
CARTOGRAPHYCARTOGRAPHY;<MATERIALS>;<AMOUNT>
DISCOVER_RECIPEDISCOVER_RECIPE;<RECIPE_KEYS>;<AMOUNT>
BUCKETBUCKET;<ACTION>;<MATERIALS>;<AMOUNT>
COLLECT_HONEY_BOTTLECOLLECT_HONEY_BOTTLE;<AMOUNT>
COLLECT_HONEYCOMBCOLLECT_HONEYCOMB;<AMOUNT>
PROJECTILEPROJECTILE;<MATERIAL>;<ACTION>;<AMOUNT>
PROJECTILE_HITPROJECTILE_HIT;<MATERIAL>;<TARGETS>;<AMOUNT>
HATCH_EGGHATCH_EGG;<ENTITY_TYPES>;<AMOUNT>
SPEAR_LUNGESPEAR_LUNGE;<FOOD_POINTS>
HIT_ENTITYHIT_ENTITY;<ENTITY_TYPES>;<AMOUNT>
DEAL_DAMAGEDEAL_DAMAGE;<ENTITY_TYPES>;<TOTAL_HEALTH_POINTS>
TAKE_HITTAKE_HIT;<DAMAGE_CAUSES>;<AMOUNT>
TAKE_DAMAGETAKE_DAMAGE;<DAMAGE_CAUSES>;<TOTAL_HEALTH_POINTS>
KILL_ENTITYKILL_ENTITY;<ENTITY_TYPES>;<AMOUNT>
KILL_ENTITY_CAUSEKILL_ENTITY_CAUSE;<ENTITY_TYPES>;<DAMAGE_CAUSES>;<AMOUNT>
HIT_PLAYERHIT_PLAYER;<AMOUNT>
DAMAGE_PLAYERDAMAGE_PLAYER;<TOTAL_HEALTH_POINTS>
KILL_PLAYERKILL_PLAYER;<AMOUNT>
CRITICAL_HITCRITICAL_HIT;<ENTITY_TYPES>;<AMOUNT>
SWEEP_ATTACK_HITSWEEP_ATTACK_HIT;<ENTITY_TYPES>;<AMOUNT>
SMASH_ATTACK_HITSMASH_ATTACK_HIT;<ENTITY_TYPES>;<AMOUNT>
DAMAGE_WITH_ITEMDAMAGE_WITH_ITEM;<ITEM_MATERIALS>;<ENTITY_TYPES>;<AMOUNT>
KILL_WITH_ITEMKILL_WITH_ITEM;<ITEM_MATERIALS>;<ENTITY_TYPES>;<AMOUNT>
DAMAGE_WITH_PROJECTILEDAMAGE_WITH_PROJECTILE;<PROJECTILE_TYPES>;<ENTITY_TYPES>;<AMOUNT>
KILL_WITH_PROJECTILEKILL_WITH_PROJECTILE;<PROJECTILE_TYPES>;<ENTITY_TYPES>;<AMOUNT>
KILL_WITHOUT_WEAPONKILL_WITHOUT_WEAPON;<ENTITY_TYPES>;<AMOUNT>
ASSIST_KILLASSIST_KILL;<ENTITY_TYPES>;<AMOUNT>
FIRST_HITFIRST_HIT;<ENTITY_TYPES>;<AMOUNT>
FINAL_HITFINAL_HIT;<ENTITY_TYPES>;<AMOUNT>
SURVIVE_DAMAGESURVIVE_DAMAGE;<DAMAGE_CAUSES>;<AMOUNT>
SURVIVE_EXPLOSIONSURVIVE_EXPLOSION;<AMOUNT>
SURVIVE_FALLSURVIVE_FALL;<MINIMUM_DISTANCE>;<AMOUNT>
DEATHDEATH;<AMOUNT>
DEATH_BY_CAUSEDEATH_BY_CAUSE;<DAMAGE_CAUSES>;<AMOUNT>
TAME_ENTITYTAME_ENTITY;<ENTITY_TYPES>;<AMOUNT>
BREED_ENTITYBREED_ENTITY;<ENTITY_TYPES>;<AMOUNT>
FEED_ENTITYFEED_ENTITY;<ENTITY_TYPES>;<ITEM_MATERIALS>;<AMOUNT>
SHEAR_ENTITYSHEAR_ENTITY;<ENTITY_TYPES>;<AMOUNT>
DYE_ENTITYDYE_ENTITY;<ENTITY_TYPES>;<COLORS>;<AMOUNT>
LEASH_ENTITYLEASH_ENTITY;<ENTITY_TYPES>;<AMOUNT>
UNLEASH_ENTITYUNLEASH_ENTITY;<ENTITY_TYPES>;<AMOUNT>
MOUNT_ENTITYMOUNT_ENTITY;<ENTITY_TYPES>;<AMOUNT>
DISMOUNT_ENTITYDISMOUNT_ENTITY;<ENTITY_TYPES>;<AMOUNT>
NAME_ENTITYNAME_ENTITY;<ENTITY_TYPES>;<AMOUNT>
NAME_ENTITY_VALUENAME_ENTITY_VALUE;<ENTITY_TYPES>;<ENTITY_NAMES>;<AMOUNT>
CURE_ENTITYCURE_ENTITY;<FROM_ENTITY>;<TO_ENTITY>;<AMOUNT>
TRANSFORM_ENTITYTRANSFORM_ENTITY;<FROM_ENTITY>;<TO_ENTITY>;<AMOUNT>
RESURRECT_ENTITYRESURRECT_ENTITY;<ENTITY_TYPES>;<AMOUNT>
MAKE_ENTITY_SITMAKE_ENTITY_SIT;<ENTITY_TYPES>;<AMOUNT>
MAKE_ENTITY_STANDMAKE_ENTITY_STAND;<ENTITY_TYPES>;<AMOUNT>
ANGER_ENTITYANGER_ENTITY;<ENTITY_TYPES>;<AMOUNT>
BECOME_ENTITY_TARGETBECOME_ENTITY_TARGET;<ENTITY_TYPES>;<AMOUNT>
ARMOR_STAND_EQUIPARMOR_STAND_EQUIP;<MATERIALS>;<SLOT>;<AMOUNT>
ARMOR_STAND_UNEQUIPARMOR_STAND_UNEQUIP;<MATERIALS>;<SLOT>;<AMOUNT>
TRADETRADE;<ENTITY_TYPES>;<MATERIAL_TRADED>;<AMOUNT>
CURE_ZOMBIE_VILLAGERCURE_ZOMBIE_VILLAGER;<AMOUNT>
CHANGE_VILLAGER_PROFESSIONCHANGE_VILLAGER_PROFESSION;<PROFESSIONS>;<AMOUNT>
LEVEL_UP_VILLAGERLEVEL_UP_VILLAGER;<PROFESSION>;<LEVEL_TIER>;<AMOUNT>
FISHINGFISHING;<ACTION>;<VALUE>;<AMOUNT>
PHYSICALPHYSICAL;<ACTION>;<DISTANCE>
PHYSICAL_ENTITYPHYSICAL_ENTITY;<ENTITY>;<ACTION>;<DISTANCE>
PHYSICAL_PORTALPHYSICAL_PORTAL;<PORTAL_TYPES>;<ACTION>;<AMOUNT>
PHYSICAL_BIOMEPHYSICAL_BIOME;<BIOMES>;<ACTION>;<AMOUNT>
SERVERSERVER;<ACTION>;<AMOUNT>
GAINGAIN;<ACTION>;<AMOUNT>
MESSAGEMESSAGE;SEND;<TEXT_OR_REGEX>;<AMOUNT>
EVENTEVENT;<ACTION>;<AMOUNT>
TRIGGERTRIGGER;<ACTION_OR_LOOT_TABLE>;<ACTION>;<AMOUNT>
AXPLAYERWARPSAXPLAYERWARPS;<ACTION>;<AMOUNT>
AXSELLWANDSAXSELLWANDS;<PRICE>
ECONOMYSHOPGUIECONOMYSHOPGUI;<BUY|SELL>;<MATERIAL>;<AMOUNT>
ECONOMYSHOPGUIECONOMYSHOPGUI;<INCOME|OUTCOME>;<AMOUNT>
ECONOMYSHOPGUIECONOMYSHOPGUI;<INCOME|OUTCOME>;<MATERIAL>;<AMOUNT>
EVENMOREFISHEVENMOREFISH;<CATCH|PARTICIPATE|BUY_BAIT|BUY_BAIT_TIMES|APPLY_BAITS>;<VALUE>;<AMOUNT>
EVENMOREFISHEVENMOREFISH;<GETWEIGHT|INCOME|OUTCOME>;<AMOUNT>
EVENMOREFISHEVENMOREFISH;OUTCOME;<BAIT>;<AMOUNT>

3rd-party plugin actions

These actions require the matching plugin to be installed on the server. FioAchievements registers them as soft dependencies, so the actions only gain progress when the related plugin event is available.

Supported soft dependencies:

PluginAction prefix
AxPlayerWarpsAXPLAYERWARPS
AxSellwandsAXSELLWANDS
EconomyShopGUI / EconomyShopGUI-PremiumECONOMYSHOPGUI
EvenMoreFishEVENMOREFISH

AXPlayerWarps

Use AXPLAYERWARPS;<ACTION>;<AMOUNT>.

Supported actions:

ActionMeaning
CREATEPlayer creates a warp.
DELETEPlayer deletes a warp.
TELEPORTPlayer teleports with AxPlayerWarps.
EDITPlayer runs an AxPlayerWarps edit command.
RENAMEPlayer runs an AxPlayerWarps rename command.
FIRST_CREATE, FIRST_DELETE, FIRST_TELEPORT, FIRST_EDIT, FIRST_RENAMECounts only the first time that player performs the matching action.
achievementTasks:
required:
- "AXPLAYERWARPS;CREATE;1"
while: []

AXSellWands

Use AXSELLWANDS;<PRICE>.

<PRICE> is the total money earned from AxSellWands sell-wand transactions.

achievementTasks:
required:
- "AXSELLWANDS;10000"
while: []

EconomyShopGUI

Use EconomyShopGUI actions to track buy/sell item counts or total money from successful transactions.

FormatMeaning
ECONOMYSHOPGUI;BUY;<MATERIAL>;<AMOUNT>Counts bought item amount.
ECONOMYSHOPGUI;SELL;<MATERIAL>;<AMOUNT>Counts sold item amount.
ECONOMYSHOPGUI;INCOME;<AMOUNT>Counts total money earned from sell transactions.
ECONOMYSHOPGUI;OUTCOME;<AMOUNT>Counts total money spent from buy transactions.
ECONOMYSHOPGUI;INCOME;<MATERIAL>;<AMOUNT>Counts money earned from selling one material.
ECONOMYSHOPGUI;OUTCOME;<MATERIAL>;<AMOUNT>Counts money spent from buying one material.
achievementTasks:
required:
- "ECONOMYSHOPGUI;SELL;WHEAT;96"
- "ECONOMYSHOPGUI;INCOME;5000"
while: []

EvenMoreFish

Use EvenMoreFish actions to track custom fish catches, fish weight, bait usage, bait purchases, competition participation, and money from fish sales or bait purchases.

FormatMeaning
EVENMOREFISH;CATCH;<FISH_NAME>;<AMOUNT>Counts caught fish by normalized fish name. Spaces become _ and names are matched uppercase.
EVENMOREFISH;GETWEIGHT;<AMOUNT>Counts total caught fish weight, rounded down per catch.
EVENMOREFISH;PARTICIPATE;<COMPETITION_TYPE>;<AMOUNT>Counts catches or supported /emf top and /emf next commands during an active competition.
EVENMOREFISH;BUY_BAIT;<BAIT_NAME>;<AMOUNT>Counts bait purchased from the bait menu.
EVENMOREFISH;BUY_BAIT_TIMES;<BAIT_NAME>;<AMOUNT>Counts separate bait purchase transactions/clicks.
EVENMOREFISH;APPLY_BAITS;<BAIT_NAME>;<AMOUNT>Counts bait applied to fishing rods.
EVENMOREFISH;INCOME;<AMOUNT>Counts money earned from selling EvenMoreFish fish.
EVENMOREFISH;OUTCOME;<AMOUNT>Counts money spent on EvenMoreFish bait purchases.
EVENMOREFISH;OUTCOME;<BAIT_NAME>;<AMOUNT>Counts money spent buying one normalized bait type.

Competition type aliases:

EvenMoreFish competition typeExtra alias
LARGEST_TOTALMOST_WEIGHT
SHORTEST_TOTALLEAST_WEIGHT
Name matching

Fish and bait names are normalized before matching: color codes and formatting are removed, non-alphanumeric characters become _, and the value is uppercased. Bait names also accept a singular alias when the normalized name ends in S.

achievementTasks:
required:
- "EVENMOREFISH;CATCH;BLUEFISH;3"
- "EVENMOREFISH;BUY_BAIT_TIMES;SHRIMP;5"
- "EVENMOREFISH;OUTCOME;SHRIMP;1000"
while: []

while: []

Use while for live conditions that must be true while the required action happens.

achievementTasks:
required:
- "BREAK_BLOCK;DIAMOND_ORE;1"
while:
- "HOLD;DIAMOND_PICKAXE"
- "WORLD;WORLD"
- "HEALTH;10"
ConditionFormatMeaning
HEALTHHEALTH;<MAX_HEALTH>Player health must be at or below the value.
WEARWEAR;<MATERIALS>;<SLOT>Player must wear matching armor in HELMET, CHEST, LEGS, or BOOTS.
HOLDHOLD;<MATERIALS>Player must hold one of the listed materials.
HOLDINGHOLDING;<MATERIALS>Alias for HOLD.
WORLDWORLD;<WORLD_NAMES>Player must be in one of the listed worlds.
BIOMEBIOME;<BIOME_NAMES>Player must be in one of the listed biomes.
WEATHERWEATHER;<CLEAR|RAIN|THUNDER>Player world weather must match.
PHYSICALPHYSICAL;<ACTION>Player must match a movement state such as SNEAK, SPRINT, SWIM, CLIMB, GLIDE, FALL, or JUMP.
PHYSICAL_ENTITYPHYSICAL_ENTITY;<ENTITY>;<ACTION>Player must match a vehicle or entity movement state.
PHYSICAL_BIOMEPHYSICAL_BIOME;<BIOMES>;<ACTION>Player must match a biome physical condition.
SERVERSERVER;<ACTION>Server/player lifecycle state must match where supported.
ITEMITEM;<ACTION>;<MATERIALS>Player item state must match where supported.
STEP_ON_BLOCKSTEP_ON_BLOCK;<MATERIALS>Player must stand on a matching block.
BUCKETBUCKET;<ACTION>;<MATERIALS>Player bucket state must match where supported.
FISHINGFISHING;<ACTION>;<VALUE>Fishing state must match where supported.
GAINGAIN;<ACTION>Gain state must match where supported.
Same action as requiredExample: BREAK_BLOCK;DIAMOND_OREThe condition must match the required action type and target.
Placeholder rule nameExample: PLAYER_SATURATIONMatches a named entry from placeholderRules.

Placeholder Rules For while

Use placeholderRules when a while condition must compare PlaceholderAPI output.

achievementTasks:
required:
- "BREAK_BLOCK;DIAMOND_ORE;1"
while:
- "PLAYER_SATURATION"
placeholderRules:
1:
name: "PLAYER_SATURATION"
type: "GREATHER THAN OR EQUALS"
input: "%player_saturation%"
output: "10"
OptionDescription
nameCondition name used inside while.
typeComparison type used by the placeholder matcher.
inputPlaceholderAPI value to read.
outputExpected comparison value.