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Entity Conditions

Condition settings

All conditions are formated the same, you have:

  • {theCondition}
  • {theCondition}Msg: The message to send if the condition is invalid
  • {theCondition}Cancel: Whether or not the event should be cancelled if the condition is invalid
  • {theCondition}Cmds: The command(s) to run if the condition is invalid
  • Example:
entityConditions:
ifAdult: true
ifAdultMsg: "&cMy custom error message here"
ifAdultCancel: true
ifAdultCmds:
- say no
info

For numerical conditions, you can assign 2 conditions at the same time. Example: "I want to create a condition that only activates if the value is greater than 50 but less than 250" {theCondition}: 50 < CONDITION < 250

ifAdult

  • Description: Checks if the entity is in it's adult phase
  • Example:
entityConditions:
ifAdult: false
ifAdultMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the sheep is in it's adult phase, the activator will activate.
  • Required: NO (Default: false)

ifBaby

  • Description: Checks if the entity is in it's baby phase
  • Example:
entityConditions:
ifBaby: false
ifBabyMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the cow is in it's baby phase, the activator will activate.
  • Required: NO (Default: false)

ifFrozen

  • Description: Checks if the entity is frozen (works for 1.18 and upper versions)
  • Example:
entityConditions:
ifFrozen: true
ifFrozenMsg: '&ethe entity is frozen'
ifFrozenCancel: false

ifGlowing

  • Description: Checks if the entity has the glowing effect
  • Example:
entityConditions:
ifGlowing: false
ifGlowingMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the entity is glowing, the activator will activate.
  • Required: NO (Default: false)

ifHasAI - ifNotHasAI

  • Description: Checks if the entity has AI
  • Example:
entityConditions:
ifHasAI : false
ifHasAIMsg: '' #<- Here is where you will add the custom message.

ifInvulnerable

  • Description: Checks if the entity has the invulnerable attribute
  • Example:
entityConditions:
ifInvulnerable: false
ifInvulnerableMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the villager is invulnerable, the activator will activate.
  • Required: NO (Default: false)

ifNamed - ifNotNamed

  • Description: Checks if the entity is named (for example when using a nametag in a mob)
  • Example:
entityConditions:
ifNamed: true
ifNamedMsg: '&4&l&o[ExecutableItems] &cThe entity must be named to active the activator: &6%activator% &cof this item!'

ifOnFire

  • Description: Checks if the entity is on fire
  • Example:
entityConditions:
ifOnFire: false
ifOnFireMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the villager is burning, the activator will activate
  • Required: NO (Default: false)

ifPowered

  • Description: Checks if the entity is charged
  • Example:
entityConditions:
ifPowered: false
ifPoweredMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the creeper is charged, the activator will activate.
  • Required: NO (Default: false)

ifTamed - ifNotTamed

  • Description: Checks if the entity is tamed
  • Example:
entityConditions:
ifTamed: true
ifTamedMsg: '&4&l&o[ExecutableItems] &cThe entity must be tamed to active the activator: &6%activator% &cof this item!'

ifEntityHealth

  • Description: Checks if the entity has the said health.
  • Example:
entityConditions:
ifEntityHealth: <=15
ifEntityHealthMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the value is <66, the activator will only activate if the entity's health is below 66
    • If the value is <928, the activator will only activate if the entity's health is 928 and below.
    • If the value is ==76, the activator will only activate if the entity's health is 76.
    • If the value is >123, the activator will only activate if the entity's health is above 123.
    • If the value is >=40000, the activator will only activate if the entity's health is 40000 and above.
  • Required: NO

ifEntityInRegion - IfNotEntityInRegion

  • Description: Checks if the entity is in a WorldGuard region.
  • Example:
entityConditions:
ifEntityInRegion :
- 'donjon_zone'
ifEntityInRegionMsg: '' #<- Here is where you will add the custom message.


ifNotEntityInRegion :
- 'safe_zone'
ifNotEntityInRegionMsg: '' #<- Here is where you will add the custom message.

ifHasTag - Not

  • Description: Checks if the entity has (not) specifics tags
    • Specifically the tag nbt from /summon armor_stand ~ ~ ~ {Tags:["Pikamee"]}
  • Example:
entityConditions:
ifHasTag:
- Watame
- Okayu
ifHasTagMsg: '' #<- Here is where you will add the custom message.

ifNotHasTag:
- myBlacklistTag
ifNotHasTagMsg: '' #<- Here is where you will add the custom message.
  • Required: NO

ifSheepColor:

  • Description: Checks if the entity has the correct sheep color. DyeColor
  • Example:
entityConditions:
ifSheepColor:
- green
- BLACK
- yElloW

ifIsOnTheBlock - Not

  • Description: Checks if the entity is (not) standing on a block.
  • Example:
entityConditions:
ifIsOnTheBlock:
- STONE
ifIsOnTheBlockMsg: '' #<- Here is where you will add the custom message.

ifIsNotOnTheBlock:
- BEDROCK
ifIsNotOnTheBlockMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the entity has stone under its feet, the activator will activate.
    • As long as the entity is not more than 1 block higher from the block the player is standing at, the activator will activate
  • Required: NO (Default: false)

ifName

  • Description: Checks if the entity's name matches the listed names in the condition
  • Example:
entityConditions:
ifName:
- Watame
- Okayu
ifNameMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the parrot is named, "John Cena", and the name "John Cena" is listed in the list of names in the ifName condition, the activator will activate.
  • Required: NO

ifNotEntityType

  • Description: Checks if the entity type of the entity is not the same as the list of types listed in the condition. EntityType

  • Example:

entityConditions:
ifNotEntityType:
- ZOMBIE
- SKELETON
- HUSK
ifNotEntityTypeMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:
    • If the entity type of the entity you targeted is a cow and it's listed in the ifNotEntityType condition list, the activator will not activate.
  • Required: NO

ifFromSpawner - Not

  • Description: Checks if the entity spawned from a spawner
  • Example:
entityConditions:
ifFromSpawner: true
ifFromSpawnerMsg: error
ifFromSpawnerCancel: true
ifNotFromSpawner: true
ifHasTagMsg: ''
ifNotFromSpawnerMsg: error2
ifNotFromSpawnerCancel: true

ifHasSaddle - Not

  • Description: Checks if the entity is equipped with a saddle
  • Example:
entityConditions:
ifHasSaddle: true
ifNotHasSaddle: true

ifIsOnTheBlock - Not

  • Description: Checks if the entity is standing on the said block
  • Example:
entityConditions:
ifIsOnTheBlock:
blocks:
- STONE
ifIsNotOnTheBlock:
material0:
material: ACACIA_BUTTON

ifNotEntityType

  • Description: Checks if the target entity is not the said entity
  • Example:
entityConditions:
ifNotEntityType:
- ZOMBIE_HORSE