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5➤ Entity Conditions List Page

Special70 edited this page Jan 6, 2022 · 3 revisions

ENTITY CONDITIONS

  • Conditions allows ei users to settle criterias, conditions or requirements.

====={Condition ifGlowing:}=====

  • Description: Checks if the entity has the glowing effect
  • Example:
conditions:
  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)
  • More Info: You can edit the error message by adding this in the file: ifGlowingMsg: "&4&lError you need...."

====={Condition ifAdult:}=====

  • Description: Checks if the entity is in it's adult phase
  • Example:
conditions:
  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)
  • More Info: You can edit the error message by adding this in the file: ifAdultMsg: "&4&lError you need...."

====={Condition ifBaby:}=====

  • Description: Checks if the entity is in it's baby phase
  • Example:
conditions:
  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)
  • More Info: You can edit the error message by adding this in the file: ifBabyMsg: "&4&lError you need...."

====={Condition ifInvulnerable:}=====

  • Description: Checks if the entity has the invulnerable attribute
  • Example:
conditions:
  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)
  • More Info: You can edit the error message by adding this in the file: ifInvulnerableMsg: "&4&lError you need...."

====={Condition ifOnFire:}=====

  • Description: Checks if the entity is on fire
  • Example:
conditions:
  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)
  • More Info: You can edit the error message by adding this in the file: ifOnFireMsg: "&4&lError you need...."

====={Condition ifPowered:}=====

  • Description: Checks if the entity is charged
  • Example:
conditions:
  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)
  • More Info: You can edit the error message by adding this in the file: ifPoweredMsg: "&4&lError you need...."

====={Condition ifName:}=====

  • Description: Checks if the entity's name matches the listed names in the condition
  • Example:
conditions:
  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
  • More Info: You can edit the error message by adding this in the file: ifPoweredMsg: "&4&lError you need...."

====={Condition ifNotEntityType:}=====

  • Description: Checks if the entity type of the entity is not the same as the list of types listed in the condition.
  • Example:
conditions:
  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
  • More Info: You can edit the error message by adding this in the file: ifNotEntityTypeMsg: "&4&lError you need...."

====={Condition ifEntityHealth:}=====

  • Description: Checks if the entity has the said health.
  • Example:
conditions:
  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 item's durability is below 66
    • If the value is <928, the activator will only activate if the item's durability is 928 and below.
    • If the value is ==76, the activator will only activate if the item's durability is 76.
    • If the value is >123, the activator will only activate if the item's durability is above 123.
    • If the value is >=40000, the activator will only activate if the item's durability is 40000 and above.
  • Required: NO
  • More Info: You can edit the error message by adding this in the file: ifEntityHealthMsg: "&4&lError you need...."
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