✅Power Conditions
Power Conditions decide whether a trigger, modifier, or ability may continue. A normal conditions mapping is logical AND: every named child must match.
EnchantedMobs registers 38 built-in condition keys documented in this reference.
Reference pages
Common format
conditions:
unique-entry-id:
type: health_percent
target: TARGET
max: 50
not: falseCommon fields
type
required
Registered condition key. Keys are case-insensitive and - is normalized to _.
not
false
Inverts the final result returned by the condition.
target
type-specific
Entity selector such as SOURCE, SKILL, or TARGET when the implementation exposes one.
A condition returns false when its required entity, item, block, location, event, or mutable result is missing. The category pages state the exact required context and every supported type-specific field.
Evaluation timing
Trigger-level conditions run before modifiers and abilities. Conditions attached to a modifier or ability run when that entry is reached. A result-reading condition can therefore observe changes made by earlier modifiers in the same trigger section.
Type index
headshot
sneaking
not_sneaking
health_percent
has_potion
distance
food_level
gliding
on_ground
match_entity
first_attack_against_entity
in_sunlight
in_structure
light_level
clear_weather
environment
damage_value
damage_cause
damage_origin
spawn_reason
combust_duration
regain_amount
explosion_yield
explosion_radius
target_reason
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