# Actions

When player accomplishes the conditions, you can execute a diverse list of actions. You can also use variables in the actions list.

Some actions can be executed on all living entities if you are using the [**to\_target**](/conditionalevents/actions/to-actions.md#to-target) action tag.

## Message

Sends a message to the player.

```yaml
message: &aGreat %player%! You''ve just received $5000!

# Only if use_minimessage option is enabled in the config
message: <green>Great %player%! You''ve just received $5000!
```

## Centered Message

Sends a centered message to the player.

```yaml
centered_message: &c&lWELCOME TO THE SERVER

# Only if use_minimessage option is enabled in the config
centered_message: <red><b>WELCOME TO THE SERVER
```

{% hint style="warning" %}
When <kbd>use\_minimessage</kbd> is enabled in the config:

This action only supports color MiniMessages tags. (You can't use other tags like \<hover> or \<click>, if you want to do so, use the `message` action and center the text manually)
{% endhint %}

## Console Message

Sends a message to the console.

```yaml
console_message: %player_name% left the server with IP %player_ip%
```

## JSON Message

Sends a JSON message to the player. These messages allows you to add click and hover events. You can generate JSON messages on this link: <https://minecraft.tools/en/json_text.php>

```yaml
json_message: {"text":"Welcome to the server","underlined":true,"color":"red"}
```

## Mini Message

Sends a message in the Mini Message format <https://docs.advntr.dev/minimessage/index.html>

Only works on Paper 1.19.4+.

```yaml
mini_message: Welcome to the <b><color:#91ff52>SERVER</color></b>!
```

{% hint style="warning" %}
If<kbd>use\_minimessage</kbd> is enabled in the config you don't need to use this action, just use the `message` action instead.
{% endhint %}

## Console Command

Executes a command from the console.

```yaml
console_command: eco give %player% 5000
```

## Player Command

Executes a command from the player.

```yaml
player_command: warp survival
```

## Player Command as Op

Executes a command from the player as OP. (Not recommended)

```yaml
player_command_as_op: help
```

## Player Send Chat

Sends a message in chat from the player. You can even execute a command that is not registered.

```yaml
player_send_chat: &2Hello
player_send_chat: /rewards
```

## Teleport

Teleports the player/entity. Use this format: `"teleport: world;x;y;z;yaw;pitch"`

```yaml
teleport: lobby;0;60;0;90;0
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Give Potion Effect

Gives a potion effect to the player/entity. Use this format: \
`"give_potion_effect: effect;duration_in_ticks;level;show_particles;show_icon"`\
You can find a list of potion effects here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html>

```yaml
# Poison effect with no particles
give_potion_effect: POISON;120;1;false

# Speed effect with particles and icon
give_potion_effect: SPEED;120;1;true;true
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Remove Potion Effect

Removes a potion effect from the player/entity. Use "all" to remove all potion effects.

```yaml
remove_potion_effect: POISON
remove_potion_effect: all
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Cancel Event

Whether event should be cancelled or not. Use this format: `"cancel_event: true/false"`

```yaml
cancel_event: true
```

## Kick

Kicks the players from the server.

```yaml
kick: &cWhat are you trying to do?
```

## Play Sound

Plays a sound to the player. Use this format: `"playsound: sound;volume;pitch;(optional, location)<x>,<y>,<z>,<world>"`\
You can find a list of sounds here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html>\
Use this list instead when using 1.8: <https://helpch.at/docs/1.8.8/index.html?org/bukkit/Sound.html>

```yaml
playsound: BLOCK_NOTE_BLOCK_PLING;10;0.1

# Playsound on location
playsound: BLOCK_NOTE_BLOCK_PLING;10;2;100,60,-127,world
```

## Play Sound Resource Pack

Plays a resource pack sound to the player. The format is the same as `playsound` action.

```yaml
playsound_resource_pack: my_custom_sound;10;1

# Playsound on location
playsound_resource_pack: my_custom_sound;10;2;100,60,-127,world
```

## Stop Sound

Stops a sound for a player. \
Use `stopsound: <sound>` for specific sound. Only works on 1.10+.\
Use `stopsound: all` for stopping all sounds. Only works on 1.17+.\
You can find a list of sounds here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html>

```yaml
stopsound: BLOCK_NOTE_BLOCK_PLING
stopsound: all
```

## Stop Sound Resource Pack

Stops a resource pack sound for a player. Only works on 1.10+.

```yaml
stopsound_resource_pack: scorpions:custom.test
```

## Gamemode

Sets a gamemode for the player. Possible gamemodes: CREATIVE, SURVIVAL, ADVENTURE, SPECTATOR

```yaml
gamemode: CREATIVE
```

## Send to Server

Sends the player to a bungee server.

```yaml
send_to_server: lobby
```

## Actionbar

Sends an actionbar message to the player. Use this format: \
`"actionbar: message;duration"` (The duration must be in ticks, 20ticks = 1second) On repetitive events, use a time of 0 for no flickering.

```yaml
actionbar: &6Welcome to the server;120
```

## Title

Sends a title and subtitle message to the player. Use this format: \
`"title: fadeIn;stay;fadeOut;title;subtitle"` (The duration of fadeIn, stay and fadeOut must be in ticks, 20ticks = 1second) If you want just a title, or just subtitle write "none"

```yaml
title: 20;40;20;&6This is a title;none
```

## Damage

Damages the player/entity a specific amount.

```yaml
damage: 5
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Set On Fire

Sets the player/entity on fire for a certain duration in ticks. (20ticks = 1 second)

```yaml
set_on_fire: 60
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Freeze

Freezes the player/entity for a certain duration in ticks. (20ticks = 1 seconds). Only works on 1.17+.

```yaml
freeze: 300
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Heal

Heals the player/entity a specific amount.

```yaml
heal: 5
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Set Food Level

Sets the current food level of the player with a specific amount. Should be between 0 and 20.

```yaml
set_food_level: 20
```

## Throw Directional

Will throw players toward the direction they are looking at, with a certain strength (impulse).

Don't use values greater than 6, the impulse will behave weird, this is a Minecraft limitation.

```yaml
throw_directional: 2
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Throw Coordinate

Similar to [**Throw Directional**](#throw-directional). In this case, players will be throwed following the strength defined in each coordinate. Use this format: `"throw_coordinate: <strength_x>;<strength_y>;<strength_z>"`

Don't use values greater than 6, the impulse will behave weird, this is a Minecraft limitation.

```yaml
# This will impulse the player up.
throw_coordinate: 0;2;0

# This will impulse the player to -X and -Z
throw_coordinate: -1;0;-1
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Close Inventory

Closes the player opened inventory.

```yaml
close_inventory
```

## Clear Inventory

Clears the player inventory.

```yaml
clear_inventory
```

## Wait

Waits X amount of seconds before executing more actions.

```yaml
 - 'message: &a3'
 - 'wait: 1'
 - 'message: &a2'
 - 'wait: 1'
 - 'message: &a1'
 - 'wait: 1'
 - 'message: &aGo!'
```

## Wait Ticks

Waits X amount of ticks before executing more actions. (20ticks = 1 second)

```yaml
 - 'message: &a3'
 - 'wait_ticks: 20'
 - 'message: &a2'
```

## Remove Item

Removes X amount of items from the player inventory. Use this format:\
`remove_item: <type>;<amount>;datavalue: <datavalue>;name: <name>;lorecontains: <lore_line>`

{% hint style="warning" %}
Datavalue, name and lorecontains attributes are OPTIONAL. Don't use color formatting.
{% endhint %}

{% hint style="info" %}
You can find a list of valid types of items here:\
For latest versions:\
<https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>\
For 1.8:\
<https://helpch.at/docs/1.8/org/bukkit/Material.html>
{% endhint %}

You can also use the CheckItem expansion of PlaceholderAPI (<https://github.com/PlaceholderAPI/PlaceholderAPI/wiki/Placeholders#checkitem>) to remove items, following this format:\
`remove_item: %checkitem_remove_,,<...>%`

{% tabs %}
{% tab title="Example 1" %}

```yaml
# This will remove x5 Diamonds from the player inventory.
remove_item: DIAMOND;5
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
# This will remove x5 Diamonds named 'Unique Diamond' 
# from the player inventory.
remove_item: DIAMOND;5;name: Unique Diamond
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
# This will remove x1 Coal Block named "Burst Turret"
# from the player inventory.
# You must download the CheckItem expansion from PlaceholderAPI
# using /papi ecloud download CheckItem
remove_item: %checkitem_remove_mat:COAL_BLOCK,nameequals:&aBurst &6Turret,amt:1%
```

{% endtab %}
{% endtabs %}

## Remove Item Slot

Removes X amount of items from a certain slot of the player inventory. Use this format:\
`remove_item_slot: <slot>;<amount>`

{% hint style="info" %}
**Valid Slots:** HAND, OFF\_HAND, HELMET, CHESTPLATE, LEGGINGS, BOOTS\
You can also use numerical values, check all slots here: <https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b2/Items_slot_number.png/revision/latest/scale-to-width-down/352?cb=20170708121246>
{% endhint %}

```yaml
remove_item_slot: HAND;1
remove_item_slot: 0;1
```

## Firework

Spawns a firework from the player/entity location. Use this format:\
`firework: colors:<color1>,<color2> type:<type> fade:<color1>,<color2> <propertyN>:<valueN>`

{% hint style="info" %}
**Mandatory Properties:**

colors:\<color1>,\<color2>,\<colorN> (Main colors of the firework. All colors here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Color.html>. You can specify the name of the color, or a HEX color code in this format: `#<color>`)

type:\<type> (Type of the firework. All types here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/FireworkEffect.Type.html>)

power:\<power> (Power of the firework, could be 0,1,2,3)

\
**Optional Properties:**

fade:\<color1>,\<color2>,\<colorN> (Fade colors of the firework. All colors here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Color.html>. You can specify the name of the color, or a HEX color code in this format: `#<color>`)

flicker:\<true/false> (Whether the firework must have the flicker property or not)

trail:\<true/false> (Whether the firework must have the trail property or not)

location:\<x>;\<y>;\<z>;\<world> (Location to spawn the firework)

shot\_direction:\<x\_min>,\<x\_max>;\<y\_min>,\<y\_max>;\<z\_min>,\<z\_max>;\<velocity\_min>-\<velocity\_max> (Direction and velocity of the firework. Use values between -1 and 1 on the x,y,z properties, and values higher than 0 in the velocity property. Only works on 1.15+)
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
firework: colors:YELLOW,RED type:BALL fade:AQUA power:0
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
firework: colors:#fdbeff,#ff856b type:BALL power:0
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
firework: colors:BLACK,WHITE type:BURST power:1 location:%block_x%;%block_y%;%block_z%;%block_world%
```

{% endtab %}

{% tab title="Example 4" %}

```
firework: colors:YELLOW type:BALL power:0 shot_direction:-1,1;1,1;-1,1;0.5-0.5 trail:true flicker:true
```

{% endtab %}
{% endtabs %}

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Lightning Strike

Generates a lightning strike effect that does no damage, at certain location. Use this format: `lightning_strike: <world>;<x>;<y>;<z>`

```yaml
lightning_strike: %victim_block_world%;%victim_block_x%;%victim_block_y%;%victim_block_z%
```

## Particle

Spawns a particle on the player/entity location. Use this format:\
`particle: effect:<effect_name> offset:<x>;<y>;<z> speed:<speed> amount:<amount> force:<true/false>`

{% hint style="info" %}
**Mandatory Properties:**

effect:\<effect\_name> (Name of the particle/effect: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html>)\
amount:\<amount> (Amount of particles to spawn)\
\
**Optional Properties:**\
offset:\<x>;\<y>;\<z> (The distribution of dispersion of the particle to spawn)\
speed:\<speed> (The speed of the particles, defaults to 0)\
location:\<x>;\<y>;\<z>;\<world> (Location to spawn the particle)\
force:\<true/false> (Whether to force show the particles to the player regardless of the client settings)\
for\_player:\<true/false> (Whether the particle should be shown only for the player executing the event, defaults to false)
{% endhint %}

{% hint style="info" %}
You can spawn a Redstone particle with colors, configuring the effect as:

`REDSTONE;<red>;<green>;<blue> (1.9-1.20.4)`

`DUST;<red>;<green>;<blue> (1.20.5+)`\
\
Color codes: <https://htmlcolorcodes.com/>
{% endhint %}

{% hint style="warning" %}
Only works on 1.9+
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
particle: effect:EXPLOSION_LARGE offset:0.1;0.1;0.1 speed:1 amount:5 for_player:true
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
particle: effect:REDSTONE;25;229;198 offset:0.1;0.1;0.1 speed:0.1 amount:2 location:%block_x%;%block_y%;%block_z%;%block_world%
```

{% endtab %}
{% endtabs %}

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Give Item

Gives an item to the player. Use this format: `give_item: id:<id>;<property>:<value>;<propertyN>:<valueN>`

{% hint style="info" %}
**General properties:**

id:\<id> (MANDATORY, all ids here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>)\
amount:\<amount>\
durability:\<durability>\
custom\_model\_data:\<custom\_model\_data>\
name:\<name>\
lore:\<lore\_line1>|\<lore\_lineN>\
enchants:\<enchant1>-\<level1>|\<enchantN>-\<levelN> (All enchant names here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html>)\
flags:\<flag1>|\<flagN> (All flag names here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/inventory/ItemFlag.html>)<br>

**Player Head properties:**

skull\_texture:\<skull\_texture> (Texture value of the head. Can be found here: <https://minecraft-heads.com/custom-heads>)\
skull\_owner:\<skull\_owner> (A player name)\
skull\_id:\<skull\_id> (Skull Id value of the head. Can be found here: <https://minecraft-heads.com/custom-heads>)\
\
**Slot properties:**

slot:\<slot> (If you want to give the item on a certain slot. Valid Slots: HAND, OFF\_HAND, HELMET, CHESTPLATE, LEGGINGS, BOOTS. You can also use numerical values, check all slots here: <https://mcutils.com/inventory-slots>)\
slot\_replace:\<true/false> (Whether you want to replace any items on the selected slot)\
\
**Custom Model Component Data properties (1.21.4+)**:

More info here: <https://minecraft.wiki/w/Data_component_format/custom_model_data>\
custom\_model\_component\_data\_strings:\<string1>|\<stringN>\
custom\_model\_component\_data\_flags:\<flag1>|\<flagN>\
custom\_model\_component\_data\_floats:\<float1>|\<floatN>\
custom\_model\_component\_data\_colors:\<color1>|\<colorN>

**Model (1.21.4+):**

More info here: [https://minecraft.wiki/w/Items\_model\_definition ](<https://minecraft.wiki/w/Items_model_definition >)\
item\_model:\<namespace>|\<id>\
\
**Saved item:**

saved\_item:\<name> (If instead you want to give an already saved item using `/ce item save` command)
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
give_item: id:IRON_HELMET;amount:1;name:&6Basic Helmet
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
give_item: id:NETHERITE_SWORD;amount:1;name:&4&lNether Sword;lore:&7This sword was forged in the cursed|&7lands of the Nether...;flags:HIDE_ATTRIBUTES;enchants:FIRE_ASPECT-2
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
give_item: id:PLAYER_HEAD;amount:16;skull_owner:%player_name%
```

{% endtab %}

{% tab title="Example 4" %}

```yaml
give_item: id:NETHERITE_SWORD;amount:1;slot:OFF_HAND;slot_replace:true
```

{% endtab %}

{% tab title="Example 5" %}

```yaml
give_item: saved_item:super_sword
```

{% endtab %}
{% endtabs %}

## Drop Item

Drops an item in a certain location. Use this format: `drop_item: location:<x>,<y>,<z>,<world>;id:<id>;<property>:<value>;<propertyN>:<valueN>`

{% hint style="info" %}
**General properties:**

id:\<id> (MANDATORY, all ids here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>)\
location:\<x>,\<y>,\<z>,\<world> (MANDATORY)

All `give_items` action properties apply as well!
{% endhint %}

```yaml
drop_item: location:%block_x%,%block_y%,%block_z%,%block_world%;id:DIAMOND;name:&bUnique Diamond
```

## Set Block

Places a block in a certain location. Use this format: `set_block: location:<x>,<y>,<z>,<world>;id:<id>;block_data:<block_data>`. Only works on 1.13+.

{% hint style="info" %}
**General properties:**

id:\<id> (MANDATORY, all ids here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>)\
location:\<x>,\<y>,\<z>,\<world> (MANDATORY)

\
**Optional properties:**

**Block data**

The block data attribute is OPTIONAL and represent some states that the block can have. For example a stairs block could be facing north, south, east, west. A crops block has an age property.&#x20;

This property has the following format: `<property1>=<value1>,<propertyN>=<valueN>`

You can check all Block Data properties here: <https://minecraft.fandom.com/wiki/Java_Edition_data_values#Block_states>

**Skull data**

skull\_texture:\<skull\_texture> (Texture value of the head. Can be found here: <https://minecraft-heads.com/custom-heads>)\
skull\_owner:\<skull\_owner> (A player name)
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
set_block: location:50,50,-256,world;id:DIAMOND_BLOCK
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
# Useful to regenerate blocks
set_block: location:%block_x%,%block_y%,%block_z%,%block_world%;id:%block%;block_data:%block_data%
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
set_block: location:50,50,-256,world;id:CHEST;block_data:facing=north
```

{% endtab %}
{% endtabs %}

## Summon

Spawns an entity at a certain location. Use this format: `summon: location:<x>,<y>,<z>,<world>;entity:<entity>;<property>:<value>;<propertyN>:<valueN>`

{% hint style="info" %}
**General properties:**

`entity:<entity>` (MANDATORY, all entities here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html>)\
`location:<x>,<y>,<z>,<world>` (MANDATORY)

\
**Optional properties:**

`custom_name:<custom_name>` (Custom name to be displayed above the entity)\
`health:<health>` (Max health of the entity)\
`amount:<amount>` (Amount of entities to spawn)\
`scale:<value>` (Scale/Size of the entity)\
\
**Equipment/Hand Equipment properties:**\
`equipment:<helmet>,<chestplate>,<leggings>,<boots>`

`hand_equipment:<main_hand>,<off_hand>`

Equipment of the entity, use a valid material on each slot: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html> or 'none' if you don't want an item on the slot.

You can also use a texture value on the \<helmet> slot to set a custom head.

You can also use a Saved Item on a slot like this: `saved_item:<name>`
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
summon: location:0,68,0,spawn;entity:SHEEP
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
summon: location:0,68,0,spawn;entity:SKELETON;custom_name:&cShadow Warrior;health:80
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
summon: location:%player_x%,%player_y%,%player_z%,%player_world%;entity:ZOMBIE;custom_name:&4Aberration;equipment:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDJhMmFlNzQ5ZDAzYWU1Y2U3MmJjMmEyNmQyZTJhNThjZDVmMmU0MGM4ODMxODRiZjk2YzZhMjcwMDc4MmQyNiJ9fX0=,IRON_CHESTPLATE,none,none;amount:4
```

{% endtab %}

{% tab title="Example 4" %}

```yaml
summon: location:0,90,0,world;entity:ZOMBIE;equipment:none,saved_item:orange_chestplate,none,none;amount:1
```

{% endtab %}

{% tab title="Example 5" %}

```yaml
summon: location:%player_x%,%player_y%,%player_z%,%player_world%;entity:ZOMBIE;equipment:none,IRON_CHESTPLATE,none,none;hand_equipment:IRON_SWORD,SHIELD
```

{% endtab %}
{% endtabs %}

## Call  Event

Executes a "call" event. Use this format:\
`call_event: <event_name>;%variable1%=<value1>;%variableN%=<valueN>`

{% hint style="info" %}
You can pass multiple variables to be used in a "call" event, but they are optional.
{% endhint %}

{% hint style="info" %}
You can pass all already stored variables in a certain event adding the **already\_stored** parameter:\
`call_event: <event_name>;already_stored;%variableX%=<valueN>`
{% endhint %}

```yaml
example:
    type: player_command
    conditions:
    - "%main_command% == /test"
    actions:
      default:
      - "cancel_event: true"
      - "message: This is a test message from event 'example'"
      - "call_event: example2;%example_variable%=Something"

example2:
    type: call
    conditions:
    - "%example_variable% == Something"
    actions:
      default:
      - "message: This message will be sent only when event 'example2' is called"
```

## Execute Action Group

Executes another action group from the event, randomly. Use this format:\
`execute_action_group: <group1>:<prob1>;<groupN>:<probN>` where `<group>` is the name of a created action group of the event, and `<probability>` is the chance of selecting the event (The probabilities don't need to sum 100%).

{% hint style="info" %}
If you only want to execute a single action group, not randomly, you can do it by using: `execute_action_group: <group1>:100`
{% endhint %}

```yaml
example:
    type: player_command
    conditions:
    - "%main_command% == /randomfirework"
    actions:
      default:
      - "cancel_event: true"
      - "execute_action_group: firework1:70;firework2:30;firework3:30"
      firework1:
      - "firework: colors:YELLOW,RED type:BALL fade:AQUA power:0"
      firework2:
      - "firework: colors:BLACK,WHITE type:BURST power:1"
      firework3:
      - "firework: colors:GREEN,BLUE type:BURST power:1"
```


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://ajneb97.gitbook.io/conditionalevents/actions.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
