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.
 * : Whether the effect is from a beacon.
 * : The effect amplifier.
 * : The maximum value.
 * : The minimum value.
 * : The effect duration in ticks.
 * : The maximum value.
 * : The minimum value.
 * : Whether the effect has visible particles.
 * : 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.
 * Player properties to be checked. Fails when entity is not a player.
 * The entity that the player is looking at, as long as it is visible and within a radius of 100 blocks. Visibility is defined through the line from the player's eyes to the entity's eyes, rather than the direction that the player is looking in.
 * A map of advancements to check.
 * An advancement ID.
 * A criteria ID of the advancement.
 * The game mode of the player. Must be survival, adventure, creative or spectator.
 * The experience level of the player.
 * The maximum value.
 * The minimum value.
 * A map of recipes to check.
 * A recipe ID. True if the recipe is known to the player.
 * List of statistics to match.
 * A statistic. Note that unlike when adding scoreboard objectives, the base (for example, minecraft:custom) and the statistic (for example, minecraft:sneak_time) are split and use proper namespaces instead of the dot-notation (minecraft.custom:minecraft.sneak_time).
 * The statistic base. Possible values are minecraft:custom, minecraft:crafted, minecraft:used, minecraft:broken, minecraft:mined, minecraft:killed, minecraft:picked_up, minecraft:dropped and minecraft:killed_by.
 * The statistic ID. Mostly mimics the criteria used for defining scoreboard objectives.
 * The value of the statistic.
 * The maximum value.
 * The minimum value.
 * The team the entity belongs to.
 * An entity ID.
 * The entity which this entity is targeting for attacks.
 * The vehicle that the entity is riding on.
 * : An NBT string.
 * Player properties to be checked. Fails when entity is not a player.
 * The entity that the player is looking at, as long as it is visible and within a radius of 100 blocks. Visibility is defined through the line from the player's eyes to the entity's eyes, rather than the direction that the player is looking in.
 * A map of advancements to check.
 * An advancement ID.
 * A criteria ID of the advancement.
 * The game mode of the player. Must be survival, adventure, creative or spectator.
 * The experience level of the player.
 * The maximum value.
 * The minimum value.
 * A map of recipes to check.
 * A recipe ID. True if the recipe is known to the player.
 * List of statistics to match.
 * A statistic. Note that unlike when adding scoreboard objectives, the base (for example, minecraft:custom) and the statistic (for example, minecraft:sneak_time) are split and use proper namespaces instead of the dot-notation (minecraft.custom:minecraft.sneak_time).
 * The statistic base. Possible values are minecraft:custom, minecraft:crafted, minecraft:used, minecraft:broken, minecraft:mined, minecraft:killed, minecraft:picked_up, minecraft:dropped and minecraft:killed_by.
 * The statistic ID. Mostly mimics the criteria used for defining scoreboard objectives.
 * The value of the statistic.
 * The maximum value.
 * The minimum value.
 * The team the entity belongs to.
 * An entity ID.
 * The entity which this entity is targeting for attacks.
 * The vehicle that the entity is riding on.
 * The team the entity belongs to.
 * An entity ID.
 * The entity which this entity is targeting for attacks.
 * The vehicle that the entity is riding on.
 * The vehicle that the entity is riding on.

进度/条件/实体