Advancement/Conditions/entity


 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : A list of status effects.
 * : A status effect with the key name being the status effect name.
 * : The effect amplifier.
 * : The maximum value.
 * : The minimum value.
 * : The effect duration in ticks.
 * : The maximum value.
 * : The minimum value.
 * : Predicate Flags to be checked.
 * : Test whether the entity is or is not on fire.
 * : Test whether the entity is or is not sneaking.
 * : Test whether the entity is or is not sprinting.
 * : Test whether the entity is or is not swimming.
 * : Test whether the entity is or is not a baby variant.
 * : An NBT string.
 * : The team the entity belongs to.
 * : An entity ID.
 * : Predicate Flags to be checked.
 * : Test whether the entity is or is not on fire.
 * : Test whether the entity is or is not sneaking.
 * : Test whether the entity is or is not sprinting.
 * : Test whether the entity is or is not swimming.
 * : Test whether the entity is or is not a baby variant.
 * : An NBT string.
 * : The team the entity belongs to.
 * : An entity ID.
 * : Predicate Flags to be checked.
 * : Test whether the entity is or is not on fire.
 * : Test whether the entity is or is not sneaking.
 * : Test whether the entity is or is not sprinting.
 * : Test whether the entity is or is not swimming.
 * : Test whether the entity is or is not a baby variant.
 * : An NBT string.
 * : The team the entity belongs to.
 * : An entity ID.
 * : An NBT string.
 * : The team the entity belongs to.
 * : An entity ID.
 * : The team the entity belongs to.
 * : An entity ID.