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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) / Tag(s)The 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) / Tag(s)The 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/

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

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./
comparatorEQUALS
NOT
LESS_THAN
GREATER_THAN
LESS_OR_EQUAL
GREATER_OR_EQUAL
The used number comparator./
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) / Tag(s)ID(s) or tag(s) of the required flight type./

Day

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

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
accessories:head
accessories: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) / Tag(s)IDs or tags of the required entity type./

False

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

Has Effect

ID: palladium:has_effect
Checks if the entity has a (potion) effect.
KeyTypeDescriptionRequiredFallback
effectMob Effect ID(s) / Tag(s)IDs 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) / Tag(s)IDs 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 Elytra Flying

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

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 using the specified flight type.
KeyTypeDescriptionRequiredFallback
flight_typeFlight Type ID(s) / Tag(s)ID(s) or tag(s) of the required flight type./

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
accessories:head
accessories:necklace
The slot that is being looked into./

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./

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/

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)./

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"
}

True

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

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"
}