Skip to main content
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/

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/

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 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(s) of the required flight type./

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./
maxInteger (>= 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./

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./

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./

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/

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"
}