> For the complete documentation index, see [llms.txt](https://wiki.corba.world/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.corba.world/guides/claiming/claim-flags.md).

# Claim flags

These claim flags can be set or removed by players, depending upon the player's rank. Below you'll find a summary of the commands that can be used to set/remove flags and a collection of all the player ranks with their respective claim flags.

### Crafter:&#x20;

* **NoOpenDoors:**\
  Prevents players from opening doors/gates/trapdoors in a claim. An owner and a member with access trust or higher will be able to open doors. Supports parameters (doors, trapdoors, gates), to use multiple parameters, separate with a comma.
* **NoVehicle:**\
  Stops players from placing vehicles (boats/minecarts) in claims.
* **RaidMemberOnly:**\
  Prevent non-members of claims from triggering raids.
* **AllowBlockExplosions:**\
  Similar to the `/claimexplosions` command but this one will persist through restarts.
* **NoEnter:**\
  Prevents all players from entering this area.
* **NoEnterPlayer:**\
  Blocks specific players from entering this area.

### Farmer:

* **AllowPvP:**\
  If in the config "PvP Only In PvP-Flagged Claims" is set to true, PvP will be off in the world, and you can then add a flag to a claim to allow PvP in specific claims. Players will always receive a notification when entering a claim that has PvP enabled.
* **NoPickup:**\
  Prevents players from picking up items in this area.
* **NoDrop:**\
  Prevents players from dropping items in this area.
* **NoLeafDecay:**\
  Prevents leaves from decaying in this area.

### Merchant:&#x20;

* **NotifyEnter:**\
  Sends the claim owner a message when a player enters the claim.
* **NotifyExit:**\
  Sends the claim owner a message when a player exits the claim.
* **EnterMessage:**\
  Sends a message to the player when they enter this area (Variables: %owner% = Owner of claim in flag, %name% = player in event).
* **ExitMessage:**\
  Sends a message to the player when they leave this area (Variables: %owner% = Owner of claim in flag, %name% = player in event).

### Squire:&#x20;

* **BuyAccessTrust:**\
  Allows players to buy access trust in the claim. They can use /buyaccesstrust while standing in the claim to buy access trust. The price is determined when setting the flag.
* **BuyContainerTrust:**\
  Allows players to buy container trust in the claim. They can use /buycontainertrust while standing in the claim to buy container trust. The price is determined when setting the flag.
* **BuyBuildTrust:**\
  Allows players to buy build trust in the claim. They can use /buybuildtrust while standing in the claim to buy build trust. The price is determined when setting the flag.

### Knight:&#x20;

* **NoGrowth:**\
  Stop plants from growing (crops) and blocks from spreading (podzol, grass, seagrass, kelp) in this area.
* **NoVineGrowth:**\
  Stops vines from growing in this area
* **ReadLecterns:**\
  Allows players to read but not manipulate, any lectern with a book on a claim.

### Scholar:

* **NoIceForm:**\
  Stops ice from forming in this area.
* **NoSnowForm:**\
  Prevents snow from forming in this area

### Noble:&#x20;

* **NoElytra:**\
  Prevents players from using elytra.
* **NoChorusFruit:**\
  Prevents players from teleporting when they eat chorus fruit in this area.
* **NoEnderPearl:**\
  Prevents players from teleporting when they throw an ender pearl in this area.

### Regent:

* **NoFlight:**\
  Prevents players from flying in this area.
* **OwnerFly:**\
  Allows an owner of a claim to fly within their own claim
* **OwnerMemberFly:**\
  Allows owners of the claim and members with access trust or higher to fly within the claim

### Emperor:&#x20;

* **NoMonsterSpawns:**\
  Prevents all bad mobs from spawning in this area. If they spawn outside of the area, they will be able to walk in.
* **NoMonsters:**\
  Prevents all bad mobs from spawning in this area, and will also prevent them from entering the area. If they do, they will be removed.
* **NoMobSpawns:**\
  Prevents ALL mobs from spawning in this area, good or bad!


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