Ability
Checks whether the player has a player ability turned on.
Advancement
Checks whether the player has completed an advancement.
Air
Compares how much air the entity has left with a number.
Attached To Rope
Checks whether the entity is at one end of a rope, and optionally how many.
Attack Charge
Checks how far the player's attack strength meter has recharged right now.
Attribute
Compares the total value of one of the entity's attributes with a number.
Biome
Checks whether the entity is in a given biome, one of several biomes, or a biome that passes a condition.
Block Collision
Checks whether the entity's bounding box, optionally moved, collides with a block.
Block In Radius
Counts the blocks around the entity that pass a condition and compares the count with a number.
Brightness
Compares the brightness at the entity's eyes, from 0 to 1, with a number.
Climbing
Checks whether the entity is climbing.
Collided Horizontally
Checks whether the entity is bumping into a block sideways, such as walking into a wall.
Command
Runs a command and compares its result with a number.
Creative Flying
Checks whether the player is flying the way Creative mode flight works.
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 entity's world.
Difficulty
Passes when the world difficulty is one of the listed values.
Dimension
Checks whether the entity is in a given dimension.
Disguised
Checks whether the entity is disguised by Disguise As or the Disguise bi-entity action.
Distance From Coordinates
Compares the entity's distance from a point, such as the world origin or spawn, with a number.
Elytra Flight Possible
Checks whether the entity can glide, with an elytra or an apoli:elytra_flight power.
Enchantment
Compares the level of an enchantment on the entity's equipment with a number.
Entity Group
Checks whether the entity belongs to an entity group, such as undead or arthropod.
Entity In Radius
Counts the entities around the entity and compares the count with a number.
Entity Set Size
Compares how many entities an entity set power holds with a number.
Entity Type
Checks whether the entity is of a given entity type, or in an entity type tag.
Equipped Item
Checks whether the item in one of the entity's equipment slots passes an item condition.
Exists
Checks whether the entity is in the world. A player counts while they are online.
Exposed To Sky
Checks whether the sky is visible from the entity's position.
Exposed To Sun
Checks whether the entity is in direct sunlight, the same test vanilla uses to decide whether undead mobs burn.
Fall Distance
Compares how many blocks the entity has fallen with a number.
Fall Flying
Checks whether the entity is gliding, with an elytra, an elytra power or something similar.
Fluid Height
Compares how high a fluid reaches on the entity with a number.
Food Level
Compares the player's food level, from 0 to 20, with a number.
Gamemode
Checks which game mode the player is in.
Glowing
Checks whether the entity is glowing, from the Glowing effect or a glow power.
Grabbed
Checks whether the entity is being held by an apoli:grab.
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
Compares the entity's current health with a number.
Hunger
Compares the entity's hunger or saturation.
In Block
Checks whether a block that passes a condition overlaps the entity's feet.
In Block Anywhere
Counts the blocks overlapping the entity's eyes or feet that pass a condition, and compares the count.
In Entity Set
Counts how many entity sets the entity is a member of.
In Rain
Checks whether it is raining at the entity's position.
In Snow
Checks whether it is snowing at the entity's position.
In Tag
Checks whether the entity's type is in an entity type tag.
In Team
Checks whether the entity is on a scoreboard team, optionally one matching specific properties.
In Thunderstorm
Checks whether it is thundering at the entity's position.
Inventory
Counts the items or stacks in the entity's inventory, or a power's inventory, that pass a condition, and compares the count.
Invisible
Checks whether the entity is invisible.
Key Pressed
Passes while a keybinding is held down.
Living
Checks whether the entity is a living entity.
Moving
Checks whether the entity is moving, horizontally, vertically or both.
NBT
Checks whether the entity's NBT contains the given data.
On Block
Checks whether the entity is standing on the ground, optionally on a block that passes a condition.
On Fire
Checks whether the entity is burning.
Owner
Checks the entity that owns this one, such as a minion's summoner, a pet's owner or a projectile's shooter.
Passenger
Compares how many passengers are riding the entity with a number.
Passenger Recursive
Compares how many passengers ride the entity, counting passengers of passengers, with a number.
Perspective
Checks which camera view a player is using: first person, or third person from behind or the front.
Player Model Type
Checks which skin model the player uses: the wide (Steve) arms or the slim (Alex) arms.
Power
Checks whether the entity has a power, or any power carrying one of the given tags.
Power Active
Checks whether a power, or any power carrying one of the given tags, is active: held, not suppressed, its condition met and toggled on.
Power Type
Checks whether the entity has a power of a given power type.
Predicate
Checks whether the entity passes a vanilla predicate.
Raycast
Casts a ray where the entity is looking and checks what it hits first.
Relative Health
Compares the entity's health, as a fraction of its maximum, with a number.
Resource
Compares the value of a resource power, or the remaining ticks of a power's built-in cooldown, with a number.
Riding
Checks whether the entity is riding another entity directly, optionally one that passes a condition.
Riding Recursive
Counts the entities below this one in its riding stack and compares the count with a number.
Riding Root
Checks whether the entity is riding something, looking at the entity at the bottom of the stack.
Saturation Level
Compares the player's hidden saturation level with a number.
Scale
Compares one of the entity's scales with a number.
Scoreboard
Compares the entity's score in a scoreboard objective with a number.
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 player is sneaking.
Sound Playing
Checks whether a sound was played near the entity recently enough to still be audible.
Sprinting
Checks whether the player is sprinting.
Stat
Compares one of the player's statistics, the values on the Statistics screen, with a number.
Status Effect
Checks whether the entity has a status effect, optionally within a range of amplifiers and durations.
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 from a fluid tag.
Swimming
Checks whether the player is swimming, in the swimming pose.
Tamed
Checks whether a tameable entity is tamed.
Tick Rate
Checks the tick rate the entity is running at, and whether time is frozen for it.
Time Of Day
Compares the world's time of day, in ticks, with a number.
Using Effective Tool
Checks whether the player is mining a block with the right tool for it.
Using Item
Checks whether the entity is using an item, such as eating, blocking with a shield or drawing a bow.
XP
Compares the entity's experience, in levels or points.
XP Levels
Compares the player's experience level with a number.
XP Points
Compares the player's experience points with a number.