Advancements/Conditions

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Here's a list of conditions available to trigger advancements

Root[edit]

  •  conditions:
    •  biome: The biome the entity is currently in.
    •  block: A block ID.
    •  child:
    •  damage:
    •  delta: The difference in value.
    •  delta:
      •  max: The maximum value.
      •  min: The minimum value.
    •  dimension: The dimension the entity is currently in.
    •  distance:
    •  distance:
      •  absolute:
        •  max: The maximum value.
        •  min: The minimum value.
      •  horizontal:
        •  max: The maximum value.
        •  min: The minimum value.
      •  max: The maximum value.
      •  min: The minimum value.
      •  x:
        •  max: The maximum value.
        •  min: The minimum value.
      •  y:
        •  max: The maximum value.
        •  min: The minimum value.
      •  z:
        •  max: The maximum value.
        •  min: The minimum value.
    •  durability: The durability of the item.
    •  durability:
      •  max: The maximum value.
      •  min: The minimum value.
    •  effects: A list of status effects.
      •  <minecraft:effect_name>: A status effect with the key name being the status effect name.
        •  amplifier: The effect amplifier.
        •  amplifier:
          •  max: The maximum value.
          •  min: The minimum value.
        •  duration: The effect duration in ticks.
        •  duration:
          •  max: The maximum value.
          •  min: The minimum value.
    •  entity:
    •  feature: Name of a structure (see /locate command).
    •  from: The dimension the entity traveled from.
    •  items: A list of items.
    •  item: An item.
    •  killing_blow: The type of damage that killed an entity.
      •  bypasses_armor: Checks if the damage bypasses the armor of a entity.
      •  bypasses_invulnerability: Checks if the damage bypasses the invulnerability status of a entity.
      •  bypasses_magic: Checks if the damage is caused by starvation.
      •  direct_entity: The entity that was the direct cause of the damage.
      •  is_explosion: Checks if the damage originates from an explosion.
      •  is_fire: Checks if the damage originates from fire.
      •  is_magic: Checks if the damage originates from magic.
      •  is_projectile: Checks if the damage originates from a projectile.
      •  source_entity: Checks the entity that was the source of the damage.
    •  levels:
      •  max: The maximum value.
      •  min: The minimum value.
    •  levels: The levels spent on an enchantment.
    •  level:
      •  max: The maximum value.
      •  min: The minimum value.
    •  level: The tier of beacon.
    •  location:
    •  parent: A parent.
    •  partner: A partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
    •  position:
      •  x: The x position.
      •  x:
        •  max: A maximum value.
        •  min: A minimum value.
      •  y: The y position.
      •  y:
        •  max: A maximum value.
        •  min: A minimum value.
      •  z: The z position.
      •  z:
        •  max: A maximum value.
        •  min: A minimum value.
    •  potion:
    •  recipe: A recipe.
    •  slots:
      •  empty: The amount of slots empty in the inventory.
      •  empty:
        •  max: The maximum value.
        •  min: The minimum value.
      •  full: The amount of slots completely filled (stacksize) in the inventory.
      •  full:
        •  max: The maximum value.
        •  min: The minimum value.
      •  occupied: The amount of slots occupied in the inventory.
      •  occupied:
        •  max: The maximum value.
        •  min: The minimum value.
    •  state: The blockstates of a block.
      •  <state_name>: A single blockstate, with the key name being the state name and the value being the required value of that state.
    •  to: The dimension the entity traveled to.
    •  villager: Information stored about the villager upon conversion from a zombie.
    •  zombie: Information stored about the zombie upon conversion to a villager.