Origins Documentation
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Datapack Guides

  • Defining an Origin
  • Defining a Power
  • Origin conditions in layers

Add-on Guides

  • Workspace Setup
  • Dependencies Explained

JSON

  • Badge JSON
  • Origin JSON
  • Origin Layer JSON
  • Power JSON

General Types

  • Badge Types
  • Data Types
  • Power Types

Action Types

  • Bi-entity Action Types
  • Block Action Types
  • Entity Action Types
  • Item Action Types
  • Meta Action Types

Condition Types

  • Bi-entity Condition Types
  • Biome Condition Types
  • Block Condition Types
  • Damage Condition Types
  • Entity Condition Types
    • List
  • Fluid Condition Types
  • Item Condition Types
  • Meta Condition Types

Miscellaneous

  • Advancement Triggers
  • Base Contents
  • Commands
  • Item Modifiers
  • Items
  • Predicates

Extras

  • Action Results
  • Biome Categories
  • Damage Source Names
  • Container Type
  • Destruction Types
  • Feature Renderers
  • Inventory Type
  • Fluid Handling
  • Keybindings
  • Materials
  • Player Abilities
  • Positioned Item Stack Slots
  • Shape Types
  • Space
  • Sprites
  • Value Modifying Power Classes
Origins Documentation
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  • Condition Types »
  • Entity Condition Types

Entity Condition Types

Entity Condition Types operate on an Entity, which also allows access to the world. These are available to be used in most powers in the condition object field (or entity_condition in other power/condition types), which restricts when a power is active.

List

  • Ability
  • Advancement
  • Air
  • Attribute
  • Biome
  • Block Collision
  • Block In Radius
  • Brightness
  • Climbing
  • Collided Horizontally
  • Command
  • Creative Flying
  • Daytime
  • Dimension
  • Distance From Coordinates
  • Elytra Flight Possible
  • Enchantment
  • Entity Group
  • Entity Type
  • Equipped Item
  • Exists
  • Exposed to Sky
  • Exposed to Sun
  • Fall Distance
  • Fall Flying
  • Fluid Height
  • Food Level
  • Gamemode
  • Health
  • In Block Anywhere
  • In Block
  • In Rain
  • In Tag
  • Invisible
  • Living
  • Moving
  • NBT
  • On Block
  • On Fire
  • Origin
  • Passenger Recursive
  • Passenger
  • Power Active
  • Power Type
  • Power
  • Predicate
  • Raycast
  • Relative Health
  • Resource
  • Riding Recursive
  • Riding Root
  • Riding
  • Saturation Level
  • Scoreboard
  • Sneaking
  • Sprinting
  • Status Effect
  • Submerged In
  • Swimming
  • Tamed
  • Time Of Day
  • Using Effective Tool
  • Using Item
  • XP Levels
  • XP Points
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