Entity Conditions
90 pages in this section.
- Ability Checks if the player has the specified ability enabled.
- Advancement Checks whether the entity has completed a specified advancement.
- Air Checks how much breath / air / bubble the entity has at the moment.
- Attached To Rope Checks whether the entity is an end of some rope, and optionally how many.
- Attack Charge Checks how far the player's attack-strength meter has recharged right now.
- Attribute Applies a check towards a specific attribute value of the entity.
- Biome Checks whether the entity is in a specified biome.
- Block Collision Checks whether the bounding box of the entity collides with a block.
- Block In Radius Checks whether there is a specified number of blocks that fulfills the specified Block Condition Type within a specified radius relative to the entity's feet.
- Brightness Checks the brightness level at the entity's eyes, which ranges from 0 to 1.
- Climbing Checks whether the entity is currently climbing.
- Collided Horizontally Checks whether the entity is colliding horizontally (walking against a block).
- Command Compares the result of the specified command to the specified value.
- Creative Flying Checks if the player is Creative Mode flying.
- Damage Would Kill Checks whether taking a given amount of a given damage type right now would kill the entity.
- Daytime Checks whether it is daytime in the world.
- Difficulty Passes when the world difficulty is one of the listed values.
- Dimension Checks whether the entity is in a specified dimension.
- Disguised Checks whether the entity is currently disguised (by Disguise As or the Disguise bi-entity action). Ported from the Sync mod.
- Distance From Coordinates Compares the distance of the entity's current position to the specified coordinates.
- Elytra Flight Possible Checks if the entity can fly with either an Elytra item or a power that uses the apoli:elytraflight.
- Enchantment Checks the level of an enchantment on the entity's equipment.
- Entity Group Checks whether the entity is of a specific entity group.
- Entity In Radius Counts entities within a specified radius and compares the count against a value.
- Entity Set Size Compares the amount of entities stored in a power that uses the Entity Set to a certain value.
- Entity Type Checks whether the entity is of a specific entity type.
- Equipped Item Checks whether the entity has an item equipped in the specified equipment slot that fulfills the specified Item Condition Type.
- Exists Checks if the entity exists.
- Exposed To Sky Checks whether the entity is currently exposed to the sky, meaning that the sky is currently visible in the entity's position.
- Exposed To Sun Checks whether the entity is currently exposed to the sun, which is essentially a mix of Brightness (Entity Condition Type) that checks if the brightness level at the entity's eyes is greater than 0.5 and Exposed to Sky (Entity Condition Type).
- Fall Distance Checks how much blocks the entity has been falling.
- Fall Flying Checks whether the entity is currently fall flying (with an Elytra, an Elytra power, or similar).
- Fluid Height Checks how high a specific fluid is at the entity. A fluid height of 0 means the entity is not touching the fluid.
- Food Level Checks the entity's food level (chicken legs / hunger meter / whatever you wanna call it). The food level is in the range of 0 to 20.
- Gamemode Checks the gamemode of the entity.
- Glowing Checks if the entity is glowing either via the Glowing status effect, apoli:entityglow or Self Glow (Power Type).
- Has Command Tag Passes when the entity carries one of the given /tag command tags.
- Has Location Checks whether the entity has a position saved under a name.
- Health Checks the current health value of the entity.
- Hunger Compares the entity's hunger or saturation.
- In Block Checks whether a block that fulfills the specified Block Condition Type is overlapping with the entity's feet.
- In Block Anywhere Checks how many blocks are overlapping with the entity's eyes or feet.
- In Rain Checks if it's raining at the entity's position.
- In Snow Checks if it's snowing at the entity's position.
- In Tag Checks whether the entity's entity type is in a specific tag.
- In Team Checks whether the entity is on a scoreboard team, optionally one matching specific properties.
- In Thunderstorm Checks if it's thundering at the entity's position.
- Inventory Checks the entity's inventory (and/or an Inventory power's container) for items matching a condition, comparing the count against a value.
- Invisible Checks whether the entity is currently invisible.
- Key Pressed Passes while a keybinding is held down.
- Living Checks if the entity is an instance of Living Entity.
- Moving Checks whether the entity is currently moving.
- NBT Checks the entity's NBT.
- On Block Checks if a block underneath the entity's feet fulfills the specified Block Condition Type.
- On Fire Checks if the entity is currently burning.
- Owner Checks the entity that owns this one — a minion's summoner, a tamed pet's owner, a projectile's shooter.
- Passenger Checks how many passengers are currently riding the entity.
- Passenger Recursive Checks how many passengers (including the passengers' passengers) are currently riding the entity.
- Player Model Type Checks which skin model the player is using — the wide (Steve) arms or the slim (Alex) arms.
- Power Checks whether the entity has a specified power. Mostly used for Origin conditions in layers
- Power Active Checks whether the specified power is 'active', meaning that the entity has the power and the power has all its conditions fulfilled.
- Power Type Checks if the entity has a power that uses the specified Power Type.
- Predicate Checks whether the entity fulfills a specified Predicate.
- Raycast Casts a ray to the direction where the entity is looking.
- Relative Health Checks the current (and the percentage) health value of the entity.
- Resource Checks the value of a power that uses the apoli:resource power type, or a power type that has a built-in cooldown (using remaining ticks as the value).
- Riding Checks whether the 'actor' entity is directly riding the 'target' entity.
- Riding Recursive Checks whether the 'actor' entity is directly riding the 'target' entity or the passenger(s) of the 'target' entity.
- Riding Root Checks whether the 'actor' entity is indirectly riding the 'target' entity.
- Saturation Level Checks the entity's saturation level, which is the invisible value that determines how 'full' the entity is, which then determines how long it takes before the hunger level of the entity will go down.
- Scale Compares one of the entity's scales against a number.
- Scoreboard Compares the score of the entity from a specified scoreboard objective to a specified value.
- Script Passes when a script returns true for the entity.
- Send Condition Asks an apoli:receive_condition power on the same entity for the answer.
- Sneaking Checks whether the entity is currently sneaking.
- Sound Playing Checks whether a sound was played near the entity recently enough to still be audible.
- Sprinting Checks whether the entity is currently sprinting.
- Stat Compares one of the player's in-game statistics (the values on the Statistics screen) against a number.
- Status Effect Checks whether the entity has a specified status effect with a specified amplifier, and/or duration range.
- Stored Power Checks what an entity is carrying in its apoli:power_storage.
- Submerged In Checks whether the entity's eyes are in a fluid that is included in the specified fluid tag.
- Swimming Checks whether the entity is currently swimming (in the swimming pose).
- Tamed Checks whether a tamable entity is tamed. Will always return false if the entity is not tamable.
- Tick Rate Checks the tick rate the entity is actually running at, and whether time is frozen for it.
- Time Of Day Checks the current day time ticks of the world.
- Using Effective Tool Checks whether the entity is currently using the effective tool of the block they're mining.
- Using Item Checks whether the entity is currently using an item (eating a food item, using a shield, drawing a bow, etc.) that fulfills the specified Item Condition Type.
- XP Compares the entity's experience, in levels or points.
- XP Levels Checks the current experience level of the entity.
- XP Points Checks the experience points of the entity.