Skip to main content

Bi-Entity Conditions

Conditions that test a pair of entities, an actor and a target.

Actor Condition

Checks an entity condition on the actor.

Attack Target

Checks whether the actor is hostile toward the target, with the target as its attack target.

Attacker

Checks whether the actor attacked the target within the last 5 seconds and still exists.

Bi-entity Condition Types

Bi-entity condition types check a pair of entities: an actor and a target.

Both

Checks whether both the actor and the target pass an entity condition.

Can See

Checks whether nothing blocks the straight line from the actor's eyes to the target's eyes.

Damage Would Kill

Checks whether the actor dealing a given amount of a given damage type would kill the target.

Disguised

Checks whether the actor is disguised as the target.

Distance

Compares the distance between the actor and the target with a number.

Either

Checks whether the actor or the target passes an entity condition.

Equal

Checks whether the actor and the target are the same entity.

Grabbed

Checks whether the actor is holding the target with an apoli:grab.

In Entity Set

Checks whether the target is in one of the actor's entity set powers.

Invert

Checks a bi-entity condition with the actor and target swapped.

Owner

Checks whether the actor owns the target, such as a tamed animal or a projectile it fired.

Projectile Owner

Checks whether the target is a projectile the actor owns.

Raycast

Checks whether the target is inside the actor's raycast, a line, beam or cone cast from the actor's eyes.

Relative Rotation

Compares how closely the actor's facing direction lines up with the target's, as the cosine of the angle between them.

Riding

Checks whether the actor is riding the target.

Riding Recursive

Checks whether the actor is riding the target, wherever the target is in the riding stack.

Riding Root

Checks whether the target is the entity at the bottom of the actor's riding stack.

Roped Together

Passes when the two entities are connected by an Apoli rope.

Same Equipped Item

Checks whether the actor and the target hold the same item in the given equipment slots.

Same Team

Checks whether the actor and the target are on the same scoreboard team.

Script

Passes when a script returns true for the actor and target.

Send Condition

Asks an apoli:receive_condition power on the actor for the answer.

Target Condition

Checks an entity condition on the target.

Undirected

Checks a bi-entity condition both ways round, passing if either direction holds.