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Version: 26.1+

Conditions

Ability Animation Timer Value​

ID: palladium:ability_animation_timer_value
Checks if the given animation timer in an ability has a certain value.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe ability that is being checked on./
minInteger,
Time String ("40s", "2m", etc.)
The minimum required value of the current animation timer value of the ability/
maxInteger,
Time String ("40s", "2m", etc.)
The maximum required value of the current animation timer value of the ability/

Ability enabled​

ID: palladium:ability_enabled
Checks if the ability is enabled.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe ability that needs to be enabled/

Ability on Cooldown​

ID: palladium:ability_on_cooldown
Checks 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.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe ability that is being checked on./

Ability on First Tick​

ID: palladium:ability_first_tick
Checks if the ability is on its first tick.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe ability that needs to be on its first tick./

Ability on Last Tick​

ID: palladium:ability_last_tick
Checks if the ability was just on its last tick.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe ability that needs to be on its last tick./

Ability Ticks​

ID: palladium:ability_ticks
Checks if the ability has been enabled for a certain amount of ticks.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe ability that is being checked on./
minInteger,
Time String ("40s", "2m", etc.)
The minimum required value of the current tick count of the ability./
maxInteger,
Time String ("40s", "2m", etc.)
The maximum required value of the current tick count of the ability./

Ability Type enabled​

ID: palladium:ability_type_enabled
Checks if an ability of a certain type is enabled.
KeyTypeDescriptionRequiredFallback
ability_typeAbility Type ID(s) / TagThe ID(s) or tag(s) of the ability type that needs to be enabled./

Ability Type unlocked​

ID: palladium:ability_type_unlocked
Checks if an ability of a certain type is unlocked.
KeyTypeDescriptionRequiredFallback
ability_typeAbility Type ID(s) / TagThe ID(s) or tag(s) of the ability type that needs to be unlocked./

Ability unlocked​

ID: palladium:ability_unlocked
Checks if the ability is unlocked.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe ability that needs to be unlocked/

Advancement​

ID: palladium:advancement
Checks if the player has completed a specific advancement.
KeyTypeDescriptionRequiredFallback
advancementIdentifier,
Identifier[]
The namespace and ID(s) of the advancement(s) to check. All listed advancements must be completed./

AND​

ID: palladium:and
Allows 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.
KeyTypeDescriptionRequiredFallback
conditionsCondition,
Condition[]
List of conditions/

Any Animation Finished​

ID: palladium:any_animation_finished
Checks if any animation has finished in the current animation controller. Note: this condition is only effective when used inside an animation controller.
{
"type": "palladium:any_animation_finished"
}

As Client Player​

ID: palladium:as_client_player
Evaluates 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.
KeyTypeDescriptionRequiredFallback
conditionsCondition,
Condition[]
List of conditions to evaluate against the client player/

Attribute​

ID: palladium:attribute
Checks and compares the attribute value of the entity.
KeyTypeDescriptionRequiredFallback
attributeAttribute IDThe id of the attribute to check./
comparator=
!=
<
>
<=
>=
Comparison operator being used/
compare_toDouble / ValueValue that is being compared against/

Boolean Data Attachment​

ID: palladium:boolean_data_attachment
Checks if the value of a boolean data attachment matches the expected value.
KeyTypeDescriptionRequiredFallback
attachmentData Attachment IDThe ID of the data attachment./
fallbackBooleanThe value that is used if the data attachment is not present./
expectedBooleanThe value the data attachment must have for the condition to succeed./

Brightness at Position​

ID: palladium:brightness_at_position
Checks if the brightness at the given position is within the given range.
KeyTypeDescriptionRequiredFallback
minInteger (0 ~ 16)The minimum required value of the brightness value (Value between 0-16).0
maxInteger (0 ~ 16)The maximum required value of the brightness value.16

Carrying​

ID: palladium:carrying
Checks if the entity is a player currently holding a target via the carry ability.
{
"type": "palladium:carrying"
}

Combo Attack Final​

ID: palladium:combo_attack_final
Checks if the final, bonus-damage attack of a combo attack ability just landed. Stays true for 5 ticks afterwards, so it can be caught by things that only run once per tick.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe combo attack ability to check. If not specified, the highest-priority combo attack ability on the entity is used./

Combo Attack Ready​

ID: palladium:combo_attack_ready
Checks if the next melee attack will be the final, bonus-damage attack of a combo attack ability.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe combo attack ability to check. If not specified, the highest-priority combo attack ability on the entity is used./

Command Result​

ID: palladium:command_result
Executes command(s) and compares the output to a number.
KeyTypeDescriptionRequiredFallback
commandString,
String[]
The command(s) that are being executed./
operator=
!=
<
>
<=
>=
The used number operator./
compare_toIntegerThe number it's being compared to./
logBooleanWhether or not the command result is being logged./

Crouching​

ID: palladium:crouching
Checks if the entity is crouching.
{
"type": "palladium:crouching"
}

Customization Selected​

ID: palladium:customization_selected
Checks if the given customization is currently selected by the entity.
KeyTypeDescriptionRequiredFallback
customizationCustomization ID(s) / TagID(s) or tag of the required customization./

Day​

ID: palladium:day
Check if it's currently daytime
{
"type": "palladium:day"
}

Difficulty​

ID: palladium:difficulty
Checks which difficulty the world is on.
KeyTypeDescriptionRequiredFallback
difficultypeaceful
easy
normal
hard
Difficulty to check./
lockedBooleanChecks if the difficulty is also locked.false

Dimension​

ID: palladium:dimension
Tests for the current dimension.
KeyTypeDescriptionRequiredFallback
dimensionDimension IDID of the required dimension./

Empty Slot​

ID: palladium:empty_slot
Checks if the given slot of an entity is empty
KeyTypeDescriptionRequiredFallback
slotmainhand
offhand
head
chest
legs
feet
body
curios:head
curios:necklace
The slot that is being looked into./

Energy Bar​

ID: palladium:energy_bar
Checks if an energy bar has a required amount in it.
KeyTypeDescriptionRequiredFallback
energy_barEnergy Bar ReferenceThe energy bar is being looked into./
minInteger (>= 0)The minimum required value of the energy bar./
maxInteger (>= 0)The maximum required value of the energy bar./

Entity Scale​

ID: palladium:entity_scale
Checks the current scale of the entity.
KeyTypeDescriptionRequiredFallback
minFloat (>= 0.0)The minimum required scale of the entity./
maxFloat (>= 0.0)The maximum required scale of the entity./

Entity Type​

ID: palladium:entity_type
Checks if the entity is of a specific entity type
KeyTypeDescriptionRequiredFallback
entity_typeEntity Type ID(s) / TagIDs or tags of the required entity type./

Fall Distance​

ID: palladium:fall_distance
Checks how far the entity has fallen since it last touched the ground. Mostly reliable on the server side.
KeyTypeDescriptionRequiredFallback
minFloat (>= 0.0)The minimum distance in blocks.0
maxFloat (>= 0.0)The maximum distance in blocks./

False​

ID: palladium:false
It's just false. That's it.
false

Gamemode​

ID: palladium:gamemode
Checks if the player is in the specified gamemode.
KeyTypeDescriptionRequiredFallback
gamemodesurvival
creative
adventure
spectator
Gamemode to check./

Guard Broken​

ID: palladium:guard_broken
Checks if the referenced guard ability is currently within its post-break lockout window.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe guard ability to check./

Has Effect​

ID: palladium:has_effect
Checks if the entity has a (potion) effect.
KeyTypeDescriptionRequiredFallback
effectMob Effect ID(s) / TagIDs or tags of the required mob/potion effect/

Has Movement Input​

ID: palladium:has_movement_input
Checks if a player is currently pressing keys to move.
{
"type": "palladium:has_movement_input"
}

Has Power​

ID: palladium:has_power
Checks if the entity has specified power.
KeyTypeDescriptionRequiredFallback
powerPower ID(s) / TagIDs or tags of power that need to be on the entity./

Has Tag​

ID: palladium:has_tag
Checks if the entity has a specific tag. These tags are added to entities via /tag command.
KeyTypeDescriptionRequiredFallback
tagStringThe tag that needs to be on the entity/

Health​

ID: palladium:health
Checks if the entity has a certain amount of health.
KeyTypeDescriptionRequiredFallback
minFloat (>= 0.0)The minimum required health of the entity./
maxFloat (>= 0.0)The maximum required health of the entity./

In Lava​

ID: palladium:in_lava
Checks if the entity is in lava.
{
"type": "palladium:in_lava"
}

In Water​

ID: palladium:in_water
Checks if the entity is in water.
{
"type": "palladium:in_water"
}

Is Creative Flying​

ID: palladium:is_creative_flying
Checks if the entity is currently flying in creative mode.
{
"type": "palladium:is_creative_flying"
}

Is Flying​

ID: palladium:is_flying
Checks if the entity is currently flying via any flight type, or is creative flying.
{
"type": "palladium:is_flying"
}

Is Gliding​

ID: palladium:is_gliding
Checks if the entity is currently gliding/flying with an elytra.
{
"type": "palladium:is_gliding"
}

Is Hardcore​

ID: palladium:is_hardcore
Checks if the world is hardcore.
{
"type": "palladium:is_hardcore"
}

Is in Rain​

ID: palladium:is_in_rain
Checks if the entity is currently in rain.
{
"type": "palladium:is_in_rain"
}

Is in Water or Rain​

ID: palladium:is_in_water_or_rain
Checks if the entity is currently in water or rain.
{
"type": "palladium:is_in_water_or_rain"
}

Is moving​

ID: palladium:is_moving
Checks if the entity is currently moving.
{
"type": "palladium:is_moving"
}

Is on Fire​

ID: palladium:is_on_fire
Checks if the entity is currently on fire.
{
"type": "palladium:is_on_fire"
}

Is Swimming​

ID: palladium:is_swimming
Checks if the entity is swimming.
{
"type": "palladium:is_swimming"
}

Is under Water​

ID: palladium:is_under_water
Checks if the entity is currently under water.
{
"type": "palladium:is_under_water"
}

Is using Flight Type​

ID: palladium:is_using_flight_type
Checks if the given entity is currently flying. Optionally checks against specific flight type(s).
KeyTypeDescriptionRequiredFallback
flight_typeFlight Type ID(s) / TagID(s) or tag(s) of the required flight type. If omitted, any active flight type passes./

Is Wall Climbing​

ID: palladium:is_wall_climbing
Checks if the entity is currently wall climbing.
{
"type": "palladium:is_wall_climbing"
}

Item in Slot​

ID: palladium:item_in_slot
Checks if the given item is in the given slot
KeyTypeDescriptionRequiredFallback
itemIngredient / ItemIngredient definition for the required item stack./
slotmainhand
offhand
head
chest
legs
feet
body
curios:head
curios:necklace
The slot that is being looked into./

Item Open​

ID: palladium:item_open
Checks if an item is opened.
KeyTypeDescriptionRequiredFallback
slotmainhand
offhand
head
chest
legs
feet
body
curios:head
curios:necklace
Slot to check for. If none specified, it will use the slot from the current context (if given)./

Item Upgrade​

ID: palladium:item_upgrade
Checks if the entity has an equipped item with the given item upgrade installed.
KeyTypeDescriptionRequiredFallback
upgradeIdentifierID of the item upgrade to look for./
slotmainhand
offhand
head
chest
legs
feet
body
curios:head
curios:necklace
The slot which is checked for the item upgrade. If empty it looks into the slot of the current context./

Mod loaded​

ID: palladium:mod_loaded
Checks if the specified mod was loaded into the game.
KeyTypeDescriptionRequiredFallback
mod_idStringThe mod id that is being looked for./

Mode Active​

ID: palladium:mode_active
Checks 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.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe mode switch ability to check./
modeStringA mode key, or a list of mode keys, any of which satisfies the condition./
ignore_unlockedBooleanIf true, the condition will check the active mode even if the ability is locked. Defaults to false./

MoLang​

ID: palladium:molang
Uses a MoLang query as a condition
"query.is_moving()"

Moon Phase​

ID: palladium:moon_phase
Checks and compares the current moon phase in the world.
KeyTypeDescriptionRequiredFallback
moon_phasefull_moon
waning_gibbous
third_quarter
waning_crescent
new_moon
waxing_crescent
first_quarter
waxing_gibbous
Moon phase(s) that is/are required/

Multi Jumping​

ID: palladium:multi_jumping
Checks if the entity just performed an extra mid-air jump with a multi jump ability. Stays true for 5 ticks afterwards, so it can be used to trigger animations.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe multi jump ability to check. If not specified, any multi jump ability on the entity is checked./

Multi Jumps Remaining​

ID: palladium:multi_jumps_remaining
Checks how many extra mid-air jumps a multi jump ability has left before the entity needs to land again. Only available on the server side.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe multi jump ability to check./
minInteger (>= 0)The minimum amount of remaining jumps.0
maxInteger (>= 0)The maximum amount of remaining jumps./

Night​

ID: palladium:night
Check if it's currently nighttime
{
"type": "palladium:night"
}

NOT​

ID: palladium:not
Allows 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.
KeyTypeDescriptionRequiredFallback
conditionsCondition,
Condition[]
List of conditions/

Number Comparison​

ID: palladium:number_comparison
Compares two number values using the given operator.
KeyTypeDescriptionRequiredFallback
value(Dynamic) ValueThe main value in the comparison/
operator=
!=
<
>
<=
>=
The comparison operator being used/
target(Dynamic) ValueThe value that the main value is being compared against/

Number Data Attachment​

ID: palladium:number_data_attachment
Checks if the value a number data attachment is within a given range.
KeyTypeDescriptionRequiredFallback
attachmentData Attachment IDThe ID of the data attachment./
minDoubleThe minimum required value of the data attachment./
maxDoubleThe maximum required value of the data attachment./

Objective Score​

ID: palladium:objective_score
Checks if the player has a score in a specific objective.
KeyTypeDescriptionRequiredFallback
objectiveStringName of the scoreboard objective./
minIntegerMinimum required score value./
maxIntegerMaximum required score value./

On Ground​

ID: palladium:on_ground
Checks if the entity is on the ground.
{
"type": "palladium:on_ground"
}

OR​

ID: palladium:or
Allows 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.
KeyTypeDescriptionRequiredFallback
conditionsCondition,
Condition[]
List of conditions/

Pose​

ID: palladium:pose
Checks if the entity is in a specific pose.
KeyTypeDescriptionRequiredFallback
posestanding
fall_flying
sleeping
swimming
spin_attack
crouching
long_jumping
dying
croaking
using_tongue
sitting
roaring
sniffing
emerging
digging
sliding
shooting
inhaling
The required pose(s)./

Size​

ID: palladium:size
Checks 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.
KeyTypeDescriptionRequiredFallback
size_change_typeIdentifierThe size change type whose modifier to check. If omitted, the overall current size is checked./
minFloat (>= 0.0)The minimum required size (inclusive)./
maxFloat (>= 0.0)The maximum required size (inclusive)./

Sliding​

ID: palladium:sliding
Checks if the referenced slide ability is actively sliding right now.
KeyTypeDescriptionRequiredFallback
abilityAbility ReferenceThe slide ability to check./

Slim Armor Model​

ID: palladium:slim_armor_model
Checks 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.
{
"type": "palladium:slim_armor_model"
}

Sprinting​

ID: palladium:sprinting
Checks if the entity is currently sprinting.
{
"type": "palladium:sprinting"
}

String Comparison​

ID: palladium:string_comparison
Compares two string values using the given operator.
KeyTypeDescriptionRequiredFallback
value(Dynamic) ValueThe main value in the comparison/
operatorequals
equals_ignore_case
starts_with
ends_with
contains
contains_ignore_case
The comparison operator being used/
target(Dynamic) ValueThe value that the main value is being compared against/

Team​

ID: palladium:team
Checks the team properties of the entity. Leave all other fields out to check just if the entity belongs to a team.
KeyTypeDescriptionRequiredFallback
nameStringChecks the name of the team./
allow_friendly_fireBooleanChecks if the team allows friendly fire./
see_friendly_invisiblesBooleanChecks if teammates can see invisible teammates./
name_tag_visibilityalways
never
hideForOtherTeams
hideForOwnTeam
Checks the nametag visibility rule of the team./
death_message_visibilityalways
never
hideForOtherTeams
hideForOwnTeam
Checks the death message visibility rule of the team./
collision_rulealways
never
pushOtherTeams
pushOwnTeam
Checks the collision rule of the team./
colorblack
dark_blue
dark_green
dark_aqua
dark_red
dark_purple
gold
gray
dark_gray
blue
green
aqua
red
light_purple
yellow
white
obfuscated
bold
strikethrough
underline
italic
reset
Checks the color of the team./

True​

ID: palladium:true
It's just true. That's it.
true

Wears Suit Set​

ID: palladium:wears_suit_set
Checks if the entity is wearing the specified suit set
KeyTypeDescriptionRequiredFallback
suit_setSuit Set IDID of the needed suit set/

Wide Armor Model​

ID: palladium:wide_armor_model
Checks 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.
{
"type": "palladium:wide_armor_model"
}