Advancement/Conditions/entity


 * : Check the variant of this cat. Accepts a resource location for the texture of the cat's variant. To be moved under  in 1.19.
 * : To test the distance to the entity this predicate is invoked upon. Passes if the calculated distance is between the entered  and , inclusive.
 * : Test the distance between the two points in 3D space.
 * : Test the distance between the two points, ignoring the Y value.
 * : Test the absolute difference between the X-coordinates of the two points.
 * : Test the absolute difference between the Y-coordinates of the two points.
 * : Test the absolute difference between the Z-coordinates of the two points.
 * : For testing the active status effects on the entity.
 * : A status effect that must be present.
 * : Test whether the effect is from a beacon.
 * : Test if the effect's amplifier matches an exact value. Level I is represented by 0.
 * : Test if the effect amplifier falls within a range of values. Level I is represented by 0.
 * : Test if the effect's remaining time (in ticks) matches an exact value.
 * : Test if the effect's remaining time (in ticks) is between two numbers, inclusive.
 * : Test if the effect has visible particles.
 * : For testing the items that this entity holds in its equipment slots.
 * : Test the item in the entity's main hand.
 * : Test the item in the entity's offhand.
 * : Test the item in the entity's head armour slot.
 * : Test the item in the entity's chest armour slot.
 * : Test the item in the entity's legs armour slot.
 * : Test the item in the entity's feet armour slot.
 * : Test properties of the fishing hook that just got reeled in by this entity. To be moved under  in 1.19.
 * : Whether the fishing hook was in open water.
 * : To test flags of the entity.
 * : Test whether the entity is or is not a baby variant.
 * : 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.
 * : To check information about this lightning bolt; fails when entity is not a lightning bolt. To be moved under  in 1.19.
 * : Test if the number of blocks set on fire by this lightning bolt matches an exact value.
 * : Test the number of blocks set on fire by this lightning bolt is between a minimum and maximum value.
 * : Test the properties of entities struck by this lightning bolt. Passes if at least one of the struck entities matches the entered conditions.
 * : Test properties of this entity's location.
 * : An NBT string.
 * : Test the entity directly riding this entity.
 * : Tests properties unique to players; fails when this entity is not a player. To be moved under  in 1.19.
 * : Test properties of the entity that this 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.
 * : To test the player's advancements.
 * : Test whether an advancement is granted or not granted. Key is an advancement ID, value is  or   to test for granted/not granted respectively.
 * : Test whether specific criterions of an advancement are marked as complete.
 * : Key is one of the criteria of the advancement, value is  or   to test for completed/not completed respectively.
 * : Test the game mode of this player. Valid values are,  ,   and.
 * : Test if the experience level of this player matches an exact value.
 * : Test if the experience level of this player is between  and   values, inclusive.
 * : To test if recipes are known or unknown to this player.
 * : Key is the recipe ID; value is  or   to test for known/unknown respectively.
 * : To test the player's statistics.
 * A statistic to test.
 * : The statistic type. Valid values are,  ,  ,  ,  ,  ,  ,   and.
 * : The statistic ID to test.
 * : Test if the value of the statistic matches an exact number.
 * : Test if the value of the statistic is between  and   values, inclusive.
 * : Test properties of the block the entity is standing on, using a location predicate.
 * : Passes if the team of this entity matches this string.
 * : Test this entity's type. Accepts an entity ID.
 * : Test properties of the entity which this entity is targeting for attacks.
 * : Test properties of the vehicle entity that this entity is riding upon.
 * : To test entity properties that can only be applied to certain entity types. Supersedes ,  ,   and.
 * : Dictates which type-specific properties to test for.The possible values for and associated extra contents:
 * any
 * No other fields.
 * cat
 * : A resource location specifying a cat variant. Valid values are,  ,  ,  ,  ,  ,  ,  ,  ,  , or.
 * fishing_hook
 * : Whether the fishing hook was in open water.
 * frog
 * : A resource location specifying a frog variant. Valid values are,  , or.
 * lightning:
 * : Test if the number of blocks set on fire by this lightning bolt matches an exact value.
 * : Test the number of blocks set on fire by this lightning bolt is between a minimum and maximum value.
 * : Test the properties of entities struck by this lightning bolt. Passes if at least one of the struck entities matches the entered conditions.
 * player:
 * : Test properties of the entity that this 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.
 * : To test the player's advancements.
 * : Test whether an advancement is granted or not granted. Key is an advancement ID, value is  or   to test for granted/not granted respectively.
 * : Test whether specific criterions of an advancement are marked as complete.
 * : Key is one of the criteria of the advancement, value is  or   to test for completed/not completed respectively.
 * : Test the game mode of this player. Valid values are,  ,   and.
 * : Test if the experience level of this player matches an exact value.
 * : Test if the experience level of this player is between  and   values, inclusive.
 * : To test if recipes are known or unknown to this player.
 * : Key is the recipe ID; value is  or   to test for known/unknown respectively.
 * : To test this player's statistics.
 * A statistic to test.
 * : The statistic type. Valid values are,  ,  ,  ,  ,  ,  ,   and.
 * : The statistic ID to test.
 * : Test if the value of the statistic matches an exact number.
 * : Test if the value of the statistic is between  and   values, inclusive.
 * slime
 * : Test if the size of this slime matches an exact value.
 * : Test if the size of this slime is between  and   values, inclusive.
 * : Dictates which type-specific properties to test for.The possible values for and associated extra contents:
 * any
 * No other fields.
 * cat
 * : A resource location specifying a cat variant. Valid values are,  ,  ,  ,  ,  ,  ,  ,  ,  , or.
 * fishing_hook
 * : Whether the fishing hook was in open water.
 * frog
 * : A resource location specifying a frog variant. Valid values are,  , or.
 * lightning:
 * : Test if the number of blocks set on fire by this lightning bolt matches an exact value.
 * : Test the number of blocks set on fire by this lightning bolt is between a minimum and maximum value.
 * : Test the properties of entities struck by this lightning bolt. Passes if at least one of the struck entities matches the entered conditions.
 * player:
 * : Test properties of the entity that this 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.
 * : To test the player's advancements.
 * : Test whether an advancement is granted or not granted. Key is an advancement ID, value is  or   to test for granted/not granted respectively.
 * : Test whether specific criterions of an advancement are marked as complete.
 * : Key is one of the criteria of the advancement, value is  or   to test for completed/not completed respectively.
 * : Test the game mode of this player. Valid values are,  ,   and.
 * : Test if the experience level of this player matches an exact value.
 * : Test if the experience level of this player is between  and   values, inclusive.
 * : To test if recipes are known or unknown to this player.
 * : Key is the recipe ID; value is  or   to test for known/unknown respectively.
 * : To test this player's statistics.
 * A statistic to test.
 * : The statistic type. Valid values are,  ,  ,  ,  ,  ,  ,   and.
 * : The statistic ID to test.
 * : Test if the value of the statistic matches an exact number.
 * : Test if the value of the statistic is between  and   values, inclusive.
 * slime
 * : Test if the size of this slime matches an exact value.
 * : Test if the size of this slime is between  and   values, inclusive.
 * : Test if the value of the statistic matches an exact number.
 * : Test if the value of the statistic is between  and   values, inclusive.
 * slime
 * : Test if the size of this slime matches an exact value.
 * : Test if the size of this slime is between  and   values, inclusive.
 * : Test if the size of this slime matches an exact value.
 * : Test if the size of this slime is between  and   values, inclusive.

进度/条件/实体