Conditions
Ability Animation Timer Value
ID:
palladium:ability_animation_timer_valueChecks if the given animation timer in an ability has a certain value.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The ability that is being checked on. | / | |
min | Integer, Time String ("40s", "2m", etc.) | The minimum required value of the current animation timer value of the ability | / | |
max | Integer, Time String ("40s", "2m", etc.) | The maximum required value of the current animation timer value of the ability | / |
{
"type": "palladium:ability_animation_timer_value",
"ability": "example:power#ability_key",
"min": 5,
"max": 10
}
Ability enabled
ID:
palladium:ability_enabledChecks if the ability is enabled.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The ability that needs to be enabled | / |
{
"type": "palladium:ability_enabled",
"ability": "example:power#ability_key"
}
Ability on Cooldown
ID:
palladium:ability_on_cooldownChecks if the ability is currently on cooldown. If the power is not null, it will look for the ability in the specified power. If the power is null, it will look for the ability in the current power.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The ability that is being checked on. | / |
{
"type": "palladium:ability_on_cooldown",
"ability": "example:power#ability_key"
}
Ability on First Tick
ID:
palladium:ability_first_tickChecks if the ability is on its first tick.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The ability that needs to be on its first tick. | / |
{
"type": "palladium:ability_first_tick",
"ability": "example:power#ability_key"
}
Ability on Last Tick
ID:
palladium:ability_last_tickChecks if the ability was just on its last tick.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The ability that needs to be on its last tick. | / |
{
"type": "palladium:ability_last_tick",
"ability": "example:power#ability_key"
}
Ability Ticks
ID:
palladium:ability_ticksChecks if the ability has been enabled for a certain amount of ticks.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The ability that is being checked on. | / | |
min | Integer, Time String ("40s", "2m", etc.) | The minimum required value of the current tick count of the ability. | / | |
max | Integer, Time String ("40s", "2m", etc.) | The maximum required value of the current tick count of the ability. | / |
{
"type": "palladium:ability_ticks",
"ability": "example:power#ability_key",
"min": 5,
"max": 10
}
Ability Type enabled
ID:
palladium:ability_type_enabledChecks if an ability of a certain type is enabled.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability_type | Ability Type ID(s) / Tag | The ID(s) or tag(s) of the ability type that needs to be enabled. | / |
{
"type": "palladium:ability_type_enabled",
"ability_type": "palladium:dummy"
}
{
"type": "palladium:ability_type_enabled",
"ability_type": [
"palladium:dummy",
"palladium:command"
]
}
Ability Type unlocked
ID:
palladium:ability_type_unlockedChecks if an ability of a certain type is unlocked.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability_type | Ability Type ID(s) / Tag | The ID(s) or tag(s) of the ability type that needs to be unlocked. | / |
{
"type": "palladium:ability_type_unlocked",
"ability_type": "palladium:dummy"
}
{
"type": "palladium:ability_type_unlocked",
"ability_type": [
"palladium:dummy",
"palladium:command"
]
}
Ability unlocked
ID:
palladium:ability_unlockedChecks if the ability is unlocked.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The ability that needs to be unlocked | / |
{
"type": "palladium:ability_unlocked",
"ability": "example:power#ability_key"
}
AND
ID:
palladium:andAllows you to group multiple conditions into one using the AND logic. All of the given conditions must be true for this one to be true aswell.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
conditions | Condition, Condition[] | List of conditions | / |
[
{
"type": "palladium:crouching"
},
{
"type": "palladium:day"
}
]
Any Animation Finished
ID:
palladium:any_animation_finishedChecks if any animation has finished in the current animation controller. Note: this condition is only effective when used inside an animation controller.
- Example
{
"type": "palladium:any_animation_finished"
}
As Client Player
ID:
palladium:as_client_playerEvaluates the given conditions against the client player (the player viewing the game) instead of the context entity. Useful for render layers that should only appear based on the viewing player's state. On the server, this condition always returns false.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
conditions | Condition, Condition[] | List of conditions to evaluate against the client player | / |
{
"type": "palladium:as_client_player",
"conditions": [
{
"type": "palladium:crouching"
}
]
}
Brightness at Position
ID:
palladium:brightness_at_positionChecks if the brightness at the given position is within the given range.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
min | Integer (0 ~ 16) | The minimum required value of the brightness value (Value between 0-16). | 0 | |
max | Integer (0 ~ 16) | The maximum required value of the brightness value. | 16 |
{
"type": "palladium:brightness_at_position",
"min": 6,
"max": 7
}
Carrying
ID:
palladium:carryingChecks if the entity is a player currently holding a target via the carry ability.
- Example
{
"type": "palladium:carrying"
}
Combo Attack Ready
ID:
palladium:combo_attack_readyChecks if the next melee attack will be the final, bonus-damage attack of a combo attack ability.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The combo attack ability to check. If not specified, the highest-priority combo attack ability on the entity is used. | / |
{
"type": "palladium:combo_attack_ready"
}
Command Result
ID:
palladium:command_resultExecutes command(s) and compares the output to a number.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
command | String, String[] | The command(s) that are being executed. | / | |
operator | =!=<><=>= | The used number operator. | / | |
compare_to | Integer | The number it's being compared to. | / | |
log | Boolean | Whether or not the command result is being logged. | / |
{
"type": "palladium:command_result",
"command": "say Hello World",
"operator": "=",
"compare_to": 5
}
Crouching
ID:
palladium:crouchingChecks if the entity is crouching.
- Example
{
"type": "palladium:crouching"
}
Customization Selected
ID:
palladium:customization_selectedChecks if the given customization is currently selected by the entity.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
customization | Customization ID(s) / Tag | ID(s) or tag(s) of the required flight type. | / |
{
"type": "palladium:customization_selected",
"customization": "#example:customization_tag"
}
Day
ID:
palladium:dayCheck if it's currently daytime
- Example
{
"type": "palladium:day"
}
Difficulty
ID:
palladium:difficultyChecks which difficulty the world is on.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
difficulty | peacefuleasynormalhard | Difficulty to check. | / | |
locked | Boolean | Checks if the difficulty is also locked. | false |
{
"type": "palladium:difficulty",
"difficulty": "hard",
"locked": true
}
Dimension
ID:
palladium:dimensionTests for the current dimension.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
dimension | Dimension ID | ID of the required dimension. | / |
{
"type": "palladium:dimension",
"dimension": "minecraft:overworld"
}
Empty Slot
ID:
palladium:empty_slotChecks if the given slot of an entity is empty
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
slot | mainhandoffhandheadchestlegsfeetbodycurios:headcurios:necklace | The slot that is being looked into. | / |
{
"type": "palladium:empty_slot",
"slot": "chest"
}
Energy Bar
ID:
palladium:energy_barChecks if an energy bar has a required amount in it.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
energy_bar | Energy Bar Reference | The energy bar is being looked into. | / | |
min | Integer (>= 0) | The minimum required value of the energy bar. | / | |
max | Integer (>= 0) | The maximum required value of the energy bar. | / |
{
"type": "palladium:energy_bar",
"energy_bar": "example:power#energy_bar_key",
"min": 5,
"max": 10
}
Entity Scale
ID:
palladium:entity_scaleChecks the current scale of the entity.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
min | Float (>= 0.0) | The minimum required scale of the entity. | / | |
max | Integer (>= 0) | The maximum required scale of the entity. | / |
{
"type": "palladium:entity_scale",
"min": 1,
"max": 2
}
Entity Type
ID:
palladium:entity_typeChecks if the entity is of a specific entity type
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
entity_type | Entity Type ID(s) / Tag | IDs or tags of the required entity type. | / |
{
"type": "palladium:entity_type",
"entity_type": "minecraft:sheep"
}
{
"type": "palladium:entity_type",
"entity_type": {
"type": "neoforge:or",
"values": [
"#minecraft:burn_in_daylight",
"minecraft:sheep"
]
}
}
False
ID:
palladium:falseIt's just false. That's it.
- Example
false
Gamemode
ID:
palladium:gamemodeChecks if the player is in the specified gamemode.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
gamemode | survivalcreativeadventurespectator | Gamemode to check. | / |
{
"type": "palladium:gamemode",
"gamemode": "survival"
}
Guard Broken
ID:
palladium:guard_brokenChecks if the referenced guard ability is currently within its post-break lockout window.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The guard ability to check. | / |
{
"type": "palladium:guard_broken",
"ability": "example:power#guard"
}
Has Effect
ID:
palladium:has_effectChecks if the entity has a (potion) effect.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
effect | Mob Effect ID(s) / Tag | IDs or tags of the required mob/potion effect | / |
{
"type": "palladium:has_effect",
"effect": "minecraft:slowness"
}
{
"type": "palladium:has_effect",
"effect": [
"minecraft:slowness",
"minecraft:mining_fatigue"
]
}
Has Movement Input
ID:
palladium:has_movement_inputChecks if a player is currently pressing keys to move.
- Example
{
"type": "palladium:has_movement_input"
}
Has Power
ID:
palladium:has_powerChecks if the entity has specified power.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
power | Power ID(s) / Tag | IDs or tags of power that need to be on the entity. | / |
{
"type": "palladium:has_power",
"power": "#palladium:is_mechanical"
}
{
"type": "palladium:has_power",
"power": {
"type": "neoforge:or",
"values": [
"#palladium:is_genetic",
"#palladium:is_magical"
]
}
}
Has Tag
ID:
palladium:has_tagChecks if the entity has a specific tag. These tags are added to entities via /tag command.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
tag | String | The tag that needs to be on the entity | / |
{
"type": "palladium:has_tag",
"tag": "example_tag"
}
Health
ID:
palladium:healthChecks if the entity has a certain amount of health.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
min | Float (>= 0.0) | The minimum required health of the entity. | / | |
max | Float (>= 0.0) | The maximum required health of the entity. | / |
{
"type": "palladium:health",
"min": 5,
"max": 10
}
In Lava
ID:
palladium:in_lavaChecks if the entity is in lava.
- Example
{
"type": "palladium:in_lava"
}
In Water
ID:
palladium:in_waterChecks if the entity is in water.
- Example
{
"type": "palladium:in_water"
}
Is Creative Flying
ID:
palladium:is_creative_flyingChecks if the entity is currently flying in creative mode.
- Example
{
"type": "palladium:is_creative_flying"
}
Is Flying
ID:
palladium:is_flyingChecks if the entity is currently flying via any flight type, or is creative flying.
- Example
{
"type": "palladium:is_flying"
}
Is Gliding
ID:
palladium:is_glidingChecks if the entity is currently gliding/flying with an elytra.
- Example
{
"type": "palladium:is_gliding"
}
Is Hardcore
ID:
palladium:is_hardcoreChecks if the world is hardcore.
- Example
{
"type": "palladium:is_hardcore"
}
Is in Rain
ID:
palladium:is_in_rainChecks if the entity is currently in rain.
- Example
{
"type": "palladium:is_in_rain"
}
Is in Water or Rain
ID:
palladium:is_in_water_or_rainChecks if the entity is currently in water or rain.
- Example
{
"type": "palladium:is_in_water_or_rain"
}
Is moving
ID:
palladium:is_movingChecks if the entity is currently moving.
- Example
{
"type": "palladium:is_moving"
}
Is on Fire
ID:
palladium:is_on_fireChecks if the entity is currently on fire.
- Example
{
"type": "palladium:is_on_fire"
}
Is Swimming
ID:
palladium:is_swimmingChecks if the entity is swimming.
- Example
{
"type": "palladium:is_swimming"
}
Is under Water
ID:
palladium:is_under_waterChecks if the entity is currently under water.
- Example
{
"type": "palladium:is_under_water"
}
Is using Flight Type
ID:
palladium:is_using_flight_typeChecks if the given entity is currently flying. Optionally checks against specific flight type(s).
- Settings
- Example 1
- Example 2
- Example 3
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
flight_type | Flight Type ID(s) / Tag | ID(s) or tag(s) of the required flight type. If omitted, any active flight type passes. | / |
{
"type": "palladium:is_using_flight_type"
}
{
"type": "palladium:is_using_flight_type",
"flight_type": "palladium:propelled"
}
{
"type": "palladium:is_using_flight_type",
"flight_type": [
"palladium:propelled",
"palladium:web_swinging"
]
}
Is Wall Climbing
ID:
palladium:is_wall_climbingChecks if the entity is currently wall climbing.
- Example
{
"type": "palladium:is_wall_climbing"
}
Item in Slot
ID:
palladium:item_in_slotChecks if the given item is in the given slot
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
item | Ingredient / Item | Ingredient definition for the required item stack. | / | |
slot | mainhandoffhandheadchestlegsfeetbodycurios:headcurios:necklace | The slot that is being looked into. | / |
{
"type": "palladium:item_in_slot",
"item": "minecraft:stick",
"slot": "chest"
}
Item Open
ID:
palladium:item_openChecks if an item is opened.
- Settings
- Example 1
- Example 2
- Example 3
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
slot | mainhandoffhandheadchestlegsfeetbodycurios:headcurios:necklace | Slot to check for. If none specified, it will use the slot from the current context (if given). | / |
{
"type": "palladium:item_open"
}
{
"type": "palladium:item_open",
"slot": "chest"
}
{
"type": "palladium:item_open",
"slot": "curios:head"
}
Item Upgrade
ID:
palladium:item_upgradeChecks if the entity has an equipped item with the given item upgrade installed.
- Settings
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
upgrade | Identifier | ID of the item upgrade to look for. | / |
Mod loaded
ID:
palladium:mod_loadedChecks if the specified mod was loaded into the game.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
mod_id | String | The mod id that is being looked for. | / |
{
"type": "palladium:mod_loaded",
"mod_id": "example_mod_id"
}
Mode Active
ID:
palladium:mode_activeChecks if the active mode of a mode switch ability is one of the given mode keys. Returns false in any case if the given ability is locked.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The mode switch ability to check. | / | |
mode | String | A mode key, or a list of mode keys, any of which satisfies the condition. | / |
{
"type": "palladium:mode_active",
"ability": "mode_switch",
"mode": [
"mode_a",
"mode_b"
]
}
MoLang
ID:
palladium:molangUses a MoLang query as a condition
- Example
"query.is_moving()"
Moon Phase
ID:
palladium:moon_phaseChecks and compares the current moon phase in the world.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
moon_phase | full_moonwaning_gibbousthird_quarterwaning_crescentnew_moonwaxing_crescentfirst_quarterwaxing_gibbous | Moon phase(s) that is/are required | / |
{
"type": "palladium:moon_phase",
"moon_phase": "full_moon"
}
{
"type": "palladium:moon_phase",
"moon_phase": [
"new_moon",
"third_quarter"
]
}
Night
ID:
palladium:nightCheck if it's currently nighttime
- Example
{
"type": "palladium:night"
}
NOT
ID:
palladium:notAllows you to group multiple conditions into one using the NOT logic. None of the given conditions must be true for this one to be true aswell.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
conditions | Condition, Condition[] | List of conditions | / |
{
"type": "palladium:not",
"conditions": [
{
"type": "palladium:crouching"
},
{
"type": "palladium:day"
}
]
}
Number Comparison
ID:
palladium:number_comparisonCompares two number values using the given operator.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
value | (Dynamic) Value | The main value in the comparison | / | |
operator | =!=<><=>= | The comparison operator being used | / | |
target | (Dynamic) Value | The value that the main value is being compared against | / |
{
"type": "palladium:number_comparison",
"value": 5,
"operator": ">",
"target": 3
}
{
"type": "palladium:number_comparison",
"value": {
"type": "palladium:entity_tick_count"
},
"operator": "<=",
"target": 20
}
Number Data Attachment
ID:
palladium:number_data_attachmentChecks if the value a number data attachment is within a given range.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
attachment | Data Attachment ID | The ID of the data attachment. | / | |
min | Double | The minimum required value of the data attachment. | / | |
max | Double | The maximum required value of the data attachment. | / |
{
"type": "palladium:number_data_attachment",
"attachment": "example:number_attachment_id",
"min": 5,
"max": 10
}
Objective Score
ID:
palladium:objective_scoreChecks if the player has a score in a specific objective.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
objective | String | Name of the scoreboard objective. | / | |
min | Integer | Minimum required score value. | / | |
max | Integer | Maximum required score value. | / |
{
"type": "palladium:objective_score",
"objective": "example_objective",
"min": 5,
"max": 10
}
On Ground
ID:
palladium:on_groundChecks if the entity is on the ground.
- Example
{
"type": "palladium:on_ground"
}
OR
ID:
palladium:orAllows you to group multiple conditions into one using the OR logic. At least one of the given conditions must be true for this one to be true aswell.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
conditions | Condition, Condition[] | List of conditions | / |
{
"type": "palladium:or",
"conditions": [
{
"type": "palladium:crouching"
},
{
"type": "palladium:day"
}
]
}
Pose
ID:
palladium:poseChecks if the entity is in a specific pose.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
pose | standingfall_flyingsleepingswimmingspin_attackcrouchinglong_jumpingdyingcroakingusing_tonguesittingroaringsniffingemergingdiggingslidingshootinginhaling | The required pose(s). | / |
{
"type": "palladium:pose",
"pose": "crouching"
}
{
"type": "palladium:pose",
"pose": [
"sleeping",
"sitting"
]
}
Size
ID:
palladium:sizeChecks if the entity's size is within the given range. If a size change type is specified, checks that type's specific modifier value instead of the overall size.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
size_change_type | Identifier | The size change type whose modifier to check. If omitted, the overall current size is checked. | / | |
min | Float (>= 0.0) | The minimum required size (inclusive). | / | |
max | Float (>= 0.0) | The maximum required size (inclusive). | / |
{
"type": "palladium:size",
"min": 1.5
}
{
"type": "palladium:size",
"size_change_type": "palladium:default",
"min": 0.5,
"max": 1
}
Sliding
ID:
palladium:slidingChecks if the referenced slide ability is actively sliding right now.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
ability | Ability Reference | The slide ability to check. | / |
{
"type": "palladium:sliding",
"ability": "example:power#slide"
}
Slim Armor Model
ID:
palladium:slim_armor_modelChecks if the entity has the slim armor model (Alex). Returns false if the entity is not a player or if this condition is being checked sever-side.
- Example
{
"type": "palladium:slim_armor_model"
}
Sprinting
ID:
palladium:sprintingChecks if the entity is currently sprinting.
- Example
{
"type": "palladium:sprinting"
}
String Comparison
ID:
palladium:string_comparisonCompares two string values using the given operator.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
value | (Dynamic) Value | The main value in the comparison | / | |
operator | equalsequals_ignore_casestarts_withends_withcontainscontains_ignore_case | The comparison operator being used | / | |
target | (Dynamic) Value | The value that the main value is being compared against | / |
{
"type": "palladium:string_comparison",
"value": "example",
"operator": "contains",
"target": "amp"
}
{
"type": "palladium:string_comparison",
"value": {
"type": "palladium:string_data_attachment",
"attachment": "example:string_attachment_id"
},
"operator": "equals",
"target": "example_content"
}
Team
ID:
palladium:teamChecks the team properties of the entity. Leave all other fields out to check just if the entity belongs to a team.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
name | String | Checks the name of the team. | / | |
allow_friendly_fire | Boolean | Checks if the team allows friendly fire. | / | |
see_friendly_invisibles | Boolean | Checks if teammates can see invisible teammates. | / | |
name_tag_visibility | alwaysneverhideForOtherTeamshideForOwnTeam | Checks the nametag visibility rule of the team. | / | |
death_message_visibility | alwaysneverhideForOtherTeamshideForOwnTeam | Checks the death message visibility rule of the team. | / | |
collision_rule | alwaysneverpushOtherTeamspushOwnTeam | Checks the collision rule of the team. | / | |
color | blackdark_bluedark_greendark_aquadark_reddark_purplegoldgraydark_graybluegreenaquaredlight_purpleyellowwhiteobfuscatedboldstrikethroughunderlineitalicreset | Checks the color of the team. | / |
{
"type": "palladium:team",
"name": "Avengers",
"allow_friendly_fire": false,
"see_friendly_invisibles": true,
"name_tag_visibility": "always",
"death_message_visibility": "hideForOtherTeams",
"collision_rule": "pushOtherTeams",
"color": "aqua"
}
True
ID:
palladium:trueIt's just true. That's it.
- Example
true
Wears Suit Set
ID:
palladium:wears_suit_setChecks if the entity is wearing the specified suit set
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
suit_set | Suit Set ID | ID of the needed suit set | / |
{
"type": "palladium:wears_suit_set",
"suit_set": "example:suit_set"
}
Wide Armor Model
ID:
palladium:wide_armor_modelChecks if the entity has the wide armor model (Steve). Returns false if the entity is not a player or if this condition is being checked sever-side.
- Example
{
"type": "palladium:wide_armor_model"
}