Advancement/Conditions/entity

** : To test the distance to the entity this predicate is invoked upon. Passes if the calculated distance is between the entered min and max, inclusive.
*** : Test the distance between the two points in 3D space.
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*** : Test the distance between the two points, ignoring the Y value.
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*** : Test the absolute difference between the X-coordinates of the two points.
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*** : Test the absolute difference between the Y-coordinates of the two points.
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*** : Test the absolute difference between the Z-coordinates of the two points.
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** : 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.
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**** : 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.
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**** : 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.
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*** : Test the item in the entity's offhand.
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*** : Test the item in the entity's head armour slot.
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*** : Test the item in the entity's chest armour slot.
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*** : Test the item in the entity's legs armour slot.
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*** : Test the item in the entity's feet armour slot.
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** : 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.
** : Test properties of this entity's location.
*** 
** : Test NBT data of this entity. The outer braces { } of the NBT must be included within this string. Additional care is required if the NBT contains quotation marks " ", as they must be escaped with a backslash before each: \"
** : Test the entity directly riding this entity.
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** : Test properties of the block the entity is standing on, using a location predicate.
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** : 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.
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** : Test properties of the vehicle entity that this entity is riding upon.
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** : To test entity properties that can only be applied to certain entity types. Supersedes lightning_bolt, player, fishing_hook and catType.
*** : 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 minecraft:all_black, minecraft:black, minecraft:british, minecraft:calico, minecraft:jellie, minecraft:persian, minecraft:ragdoll, minecraft:red, minecraft:siamese, minecraft:tabby, or minecraft:white.
*** fishing_hook: Test properties of the fishing hook that just got reeled in by this entity.
**** : Whether the fishing hook was in open water.
*** frog
**** : A resource location specifying a frog variant. Valid values are minecraft:cold, minecraft:temperate, or minecraft:warm.
*** lightning: To check information about this lightning bolt; fails when entity is not a lightning bolt.
**** : 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.
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**** : Test the properties of entities struck by this lightning bolt. Passes if at least one of the struck entities matches the entered conditions.
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*** player: Tests properties unique to players; fails when this entity is not a 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 true or false 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 true or false to test for completed/not completed respectively.
**** : Test the game mode of this player. Valid values are survival, creative, adventure and spectator.
**** : Test if the experience level of this player matches an exact value.
**** : Test if the experience level of this player is between min and max values, inclusive.
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**** : To test if recipes are known or unknown to this player.
***** : Key is the recipe ID; value is true or false to test for known/unknown respectively.
**** : To test this player's statistics.
***** A statistic to test.
****** : The statistic type. Valid 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 to test.
****** : Test if the value of the statistic matches an exact number.
****** : Test if the value of the statistic is between min and max values, inclusive.
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*** slime
**** : Test if the size of this slime matches an exact value.
**** : Test if the size of this slime is between min and max values, inclusive.
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Category:Top-level data pages
zh:进度/条件/实体