Advancement/Conditions

Here's a list of conditions available to trigger advancements

Root

 * : The biome the entity is currently in.
 * : A block ID.
 * : Checks if the damage was successfully blocked.
 * : Checks the amount of incoming damage against the entity before damage reduction.
 * : A maximum value.
 * : A minimum value.
 * : Checks the amount of incoming damage against the entity after damage reduction.
 * : A maximum value.
 * : A minimum value.
 * : Redundant but still possible.
 * : Redundant but still possible.
 * : The difference in value.
 * : The maximum value.
 * : The minimum value.
 * : The dimension the entity is currently in.
 * : 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.
 * : The maximum value.
 * : The minimum value.
 * : The durability of the item.
 * : 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.
 * : Name of a structure (see /locate command).
 * : The dimension the entity traveled from.
 * : A list of items.
 * : An item.
 * : The type of damage that killed an entity.
 * : Checks if the damage bypasses the armor of an entity.
 * : Checks if the damage bypasses the invulnerability status of an entity.
 * : Checks if the damage is caused by starvation.
 * : The entity that was the direct cause of the damage.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage.
 * : The maximum value.
 * : The minimum value.
 * : The levels spent on an enchantment.
 * : The maximum value.
 * : The minimum value.
 * : The tier of beacon.
 * : A parent.
 * : A partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The x position.
 * : A maximum value.
 * : A minimum value.
 * : The y position.
 * : A maximum value.
 * : A minimum value.
 * : The z position.
 * : A maximum value.
 * : A minimum value.
 * : A recipe.
 * : The amount of slots empty in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots completely filled (stacksize) in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The blockstates of a block.
 * : A single blockstate, with the key name being the state name and the value being the required value of that state.
 * : The dimension the entity traveled to.
 * : Information stored about the villager upon conversion from a zombie.
 * : Information stored about the zombie upon conversion to a villager.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage.
 * : The maximum value.
 * : The minimum value.
 * : The levels spent on an enchantment.
 * : The maximum value.
 * : The minimum value.
 * : The tier of beacon.
 * : A parent.
 * : A partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The x position.
 * : A maximum value.
 * : A minimum value.
 * : The y position.
 * : A maximum value.
 * : A minimum value.
 * : The z position.
 * : A maximum value.
 * : A minimum value.
 * : A recipe.
 * : The amount of slots empty in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots completely filled (stacksize) in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The blockstates of a block.
 * : A single blockstate, with the key name being the state name and the value being the required value of that state.
 * : The dimension the entity traveled to.
 * : Information stored about the villager upon conversion from a zombie.
 * : Information stored about the zombie upon conversion to a villager.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots completely filled (stacksize) in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The blockstates of a block.
 * : A single blockstate, with the key name being the state name and the value being the required value of that state.
 * : The dimension the entity traveled to.
 * : Information stored about the villager upon conversion from a zombie.
 * : Information stored about the zombie upon conversion to a villager.
 * : The dimension the entity traveled to.
 * : Information stored about the villager upon conversion from a zombie.
 * : Information stored about the zombie upon conversion to a villager.
 * : Information stored about the zombie upon conversion to a villager.