This is kinda weird to explain, but here's how to recreate:
1: Create an object with an animation controller on it.
2: Have some triggers that alter the properties of it. (eg: AnimationIntAdd)
3: Have a trigger that calls an AnimationTrigger.
4: Have the animation trigger call a check of the animator values.
5: Do something if it matches; (eg: CustomAnimationTrigger call back to VRC_Trigger)
I set up a demo scene that I'll attach. To test, you need two clients, one master, one client.
The prefab has two buttons to add and subtract from the value on the animator, with an extra animator I threw in for convenience to show the current number/state.
Set the value to '2' (should show two blue boxes at the top of the prefab), then pick up the object and use it (OnPickupUseDown).
If it's set to 2 on the MASTER, then it will toggle the success item regardless of the settings of the client.
If it's
not
set to 2 on the master, no value on the client can trigger it.