Damage Would Kill (Bi-Entity Condition Type)

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

Simulates the actor hitting the target and checks whether the target would die. The damage source carries the actor, so attacker-side apoli:modify_damage powers, shield facing and armour-piercing damage types all count. The simulation runs the same reductions the real hit would — invulnerability, shield blocking, the damage cooldown, armour, Resistance, Protection and absorption — and returns false if an apoli:prevent_death power would catch the target.

Type ID: apoli:damage_would_kill

Fields

FieldTypeDefaultDescription
amountFloat or ExpressionrequiredThe raw damage to simulate, before any reduction. Expressions are evaluated on the actor.
damage_typeIdentifierrequiredThe damage type to simulate, e.g. minecraft:player_attack.
modifierAttribute ModifiernoneApplied to amount before the simulation.
modifiersArray of Attribute ModifiernoneSame, for several modifiers.

The condition is false when the target is not a living entity, and false when the target is already dead.

Examples

An execute — the finishing blow is free, but only when it really is the finishing blow:

{
  "type": "apoli:modify_damage_dealt",
  "bientity_condition": {
    "type": "apoli:damage_would_kill",
    "damage_type": "minecraft:player_attack",
    "amount": 7
  },
  "bientity_action": {
    "type": "apoli:add_velocity",
    "y": 0.4
  }
}

Mark a target your next swing would kill:

{
  "type": "apoli:entity_glow",
  "bientity_condition": {
    "type": "apoli:damage_would_kill",
    "damage_type": "minecraft:player_attack",
    "amount": 7
  },
  "red": 1.0,
  "green": 0.1,
  "blue": 0.1
}

A render power such as apoli:entity_glow evaluates its conditions on the client, where enchantment protection and server-only conditions read as absent — the prediction there is close but not exact. Anything evaluated server-side (damage, actions, modify_damage) gets the full picture.

The simulation reads the world and never changes it — no armour is damaged and no action fires. Damage handled by other mods’ own pipelines is invisible to it.

The entity version is the same check with no attacker, for “would this incoming damage kill me”.