ItemRules is a simple to use, but highly configurable plugin for controlling how, when and even where items and blocks can be used, picked up, crafted, placed or broken based on the world, a players xp level, the faction they are in, their mcMMO skill level, their rank/group, their permissions, and more. It is a complete rewrite/revisioning of my previous plugin LevelRestrictions

Latest Builds


ItemRules can allow you to restrict items and blocks based on XP level and/or will integrate with Factions (e.g. allow only certain factions to use certain items), McMMO (e.g. restrict ores from being mined unless mining skill is a minimum level), Vault (e.g. restrict weapons based on permission group).

ItemRules will also allow you to configure certain rules that will be applied when players walk into defined regions (e.g. a PvP zone that only allows you to use carrots as weapons)

Configuration Examples

Here is an example of restricting iron tools and equipment until player is level 2:

        description: 'Use of iron stuff until level 2' 
            restricted: 'You cant %s %s until level 2'
        actions: [USE, BREAK, PICKUP]
            min: 2
            restrict: [256, 257, 258, 267, 292]

Here is an example of McMMO integration that prevents cutting down Birch trees until woodcutting skill is level 2:

           restricted: 'You cant cut birch until woodcutting 2'
        actions: [BREAK]
                woodcutting: 2
           restrict: ['17.2']

You can also specify rules to apply to groups (note this requires Vault) by adding this to your rule:

    applyto: ['newbs', 'badpeeps']

You can use the same format to exclude rules from groups (using Vault) like:

    exclude: ['vips']


Note that by default all OP's will bypass rules.

itemRules.bypass.*Do not process ANY rules for player
itemRules.bypass.RULENAMEDo not process specific rule for player


/rules[playername]list all rules currently applied to player. No arguments for self

Change log

  • v1.0.9 - Jun 21st, 2013
    • Silent exception handling when Entity attacks player with an invalid item.
  • v1.0.8 - Feb 18th, 2013
    • Fixed potential issue with groups and perms not applying correctly.
  • v1.0.6 - Feb 17th, 2013
    • Fixed bug with certain manual rules not properly applying.
    • Changed Item text to use Vault if installed.
  • v1.0.5 - Feb 9th, 2013
    • Changed permission check to prefer Vault (if installed) over Bukkit.
    • Bugs zapped
  • v1.0.3 - Feb 9th, 2013
    • Changes mcMMO skill type checks to take advantage of their new api accepting strings instead of data types.
  • v1.0.2 - Jan 30th 2013
    • Added support for mcMMO versions with build newer than #1282 ( Jan 22nd 2013). Otherwise, same exact build.

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  • Avatar of Milspec Milspec Jan 06, 2014 at 11:57 UTC - 0 likes

    I installed ItemRules v1.0.10 on my test server running Bukkit 1.7.2-R0.2 and everything worked fine in a new 1.7.4 world. I spot-checked new item ids that were released after the last ItemRules was published and it behaved normally.

    I use McMMO, Factions, PermissionsEX and a few other plugins and ItemRules appears to be playing nicely with them all. Your results may vary. :-)

  • Avatar of Jo11yWombat Jo11yWombat Dec 29, 2013 at 18:28 UTC - 0 likes

    Does this plugin still work? Will it ever get an update? I could really use it.

  • Avatar of Nebuli2 Nebuli2 Jul 16, 2013 at 20:11 UTC - 2 likes

    So... will there be an update for 1.6.2?

  • Avatar of digger514 digger514 Jul 02, 2013 at 01:35 UTC - 0 likes

    Update: I'm not sure why but the permissions aren't working for me, both default and ones added for exceptions or applyto. Same goes for groups, the exceptions and applyto's are not working.

    Last edited Jul 08, 2013 by digger514
  • Avatar of Geekola Geekola Jul 01, 2013 at 16:59 UTC - 0 likes

    @digger514: Go

    Hmmm. That doesn't sound right. Can you pastebin your config so I can have a play about?


  • Avatar of digger514 digger514 Jul 01, 2013 at 16:06 UTC - 0 likes

    I did this and experimented with it, but what it's doing is it's applying the allows to me when I'm below the level posted, and not applying them when I'm above the level posted. So basically it lets me use the axes until I reach the level requirement I would otherwise have to reach to use them, and then it restricts me from using them.

    Last edited Jul 01, 2013 by digger514
  • Avatar of Geekola Geekola Jul 01, 2013 at 08:39 UTC - 0 likes

    @digger514: Go

    I haven't tried it, but you should be able to create a rule that simply denies Axes to everyone. Then create a rule that explicitly gives axes to Woodcutting level 50 and another for Axes level 50 (if that makes sense). Something like: (untested)

        axes: [258, 271, 274, 279, 286]
            description: 'use of axes until Woodcutting or Axes are level 50'
            actions: [USE]
                min: 100
                restrict: ['axes']
            actions: [USE]
                    woodcutting: 50
                    allow: ['axes']
            actions: [USE]
                    axes: 50
                    allow: ['axes']
  • Avatar of digger514 digger514 Jul 01, 2013 at 04:37 UTC - 0 likes

    Sorry if this is the wrong place to post this but I have a question. I'm using mcmmo with your plugin and I'm having trouble with the axes because on one hand I want people with a certain woodcutting level to unlock axes, but I also want people with a certain axes level to be able to unlock them as well. I've tried a couple different ways to make it so that they could use an axe if they had level 50 woodcutting OR axes, but it hasn't worked so far. Any help is appreciated.

    Also as a quick note, for some reason even though my rules are working, if i try to do /rules, it always says "You have no rules applied to you."

    Last edited Jul 01, 2013 by digger514
  • Avatar of Geekola Geekola Jun 24, 2013 at 09:20 UTC - 0 likes

    @Shad0wSpl1c3r: Go

    Possibly. But unless someone has a good rationale, I'll most likely leave as is (v. 1.0.9 just ignores the item check on mobs). Mobs shouldn't really need an item check against the weapon it is using.

  • Avatar of Shad0wSpl1c3r Shad0wSpl1c3r Jun 23, 2013 at 23:06 UTC - 0 likes

    @Geekola: Go

    One little note on this; it could be an issue between Sentry/Citizens. I know that you can /npc equip (via Citizens2) to give an NPC an item, or you can use /sentry equip (via Sentry) as well... It could be that your plugin is reading a value from one of those, but getting a different result that it expects (due to the other plugin modifying it after).

    I'm not too sure. Just a thought.

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Date created
Jan 27, 2013
Last update
Jun 27, 2013
Development stage
GNU General Public License version 3 (GPLv3)
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