Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
MythicMobs MythicMobs
  • Project overview
    • Project overview
    • Details
    • Activity
  • Issues 136
    • Issues 136
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Wiki
    • Wiki
  • Members
    • Members
  • Activity
  • Create a new issue
  • Issue Boards
Collapse sidebar
  • MythicCraft
  • MythicMobsMythicMobs
  • Wiki
    • Skills
  • Conditions

Last edited by Lxlp May 14, 2025
Page history
This is an old version of this page. You can view the most recent version or browse the history.

Conditions

Introduction

Legacy Conditions (2.5.11 and below) can be found here.

Conditions are used to determine whether or not an action may execute. These conditions are placed under the Condition section in the configuration as shown below (bottom of page).

Conditions can be used on [1]:

  • Skill Mechanics
  • Drop Tables
  • Spawners (deprecated condition system)
  • Random Spawners

When applying multiple conditions, all of them must be met in order for the action to be executed. Some conditions allow arrays that can be split by commas. These conditions only require one of the strings in the arrays to match.

Usage

Types

Conditions can be broken into two types-

  1. General conditions: Those that can be used on entities and locations or on entities only.
    • Compare conditions: Those that need two entities or two locations. This conditions only make sense if used in TargetConditions section in the skill yamls. See CompareConditions!

Conditions that are used in the Conditions node of the skill:

  • Every condition can be used.
  • The caster is ALWAYS the entity that will be checked. All conditions can be used but conditions that compare 2 entities do not make sense here.

Conditions that are used in the TargetConditions node of the skill:

  • Every condition can be used.
  • TargetConditions node can only be used in skills.
  • The compare entity depends on the targeter of the skill. If the skill use @self the compare entity is the caster if the skill use any other targeter the compare entity/location is the entity given in the targeter.

Examples

Conditions:
- globalscore{objective=Test;v=>10}

This condition is used under Conditions node and will always use the caster as compare entity. No matter what the targeter of the skill is.

  TargetConditions:
  - globalscore{objective=Test;v=>10}

This (the same) condition is used under TargetConditions node and will check the entity that is given by the targeter.

NOTE: CompareConditions only make sense in the TargetConditions node because they compare 2 entities where 1 of them is always the caster and the other one is the entitiy of the targeter. If they are used in the Conditions node the caster and the target are always the same.

Format:
Since 4.0.0, all conditions now have a new format.

Conditions:
- condition [variable]
- condition [variable] [action]
- condition [variable] [action] [action_variable]
- condition{variable1=value;variable2=value} [action] [action_variable]

These new "actions" control how the skill acts when a condition is met or not met. Here are some examples:

Conditions:
- day required
- stance defensive power 0.5
- stance{stance=defensive} power 0.5
- score{objective=test;value=>20} cancel
- haspotioneffect{type=POISON;level=>0;duration=0to100} true

Ranged Values:
Ranged values use either the format #to# or #-#. You must use "to" instead of "-" if you want to use negative numbers in the range. Here for example the distance condition:

TargetConditions:
- distance{d=1to10} true

TriggerConditions:
- distance{d=1to10} true

Conditions:
- altitude{a=1-5}

Condition Actions

Condition Actions allow you to do additional things based off of conditions. The default condition action is true

Action Description
required (or true) The condition is required for the skill to run.
cancel (or false) The skill will not run if this condition is met.
power [multiplier] Modifies the skill's power (e.i. power 2.0 would double the skill's power)
cast [skill] Casts an additional skill if the condition is met.
castinstead [skill] Casts a different skill instead if the condition is met.

Conditions

Condition Type Description
Altitude Entity Tests how far above the ground the target entity is
Biome Location Tests if the target is within the given list of biomes
BlockType Location Tests the material type present at the target location
Blocking Entity Tests if the target entity is blocking with a shield
Children Entity Tests how many children the caster has
Crouching Entity Whether or not the target entity is crouching
Cuboid Compare Whether the target is within the given cuboid between location1 x location2
DamageAmount Entity Checks for a range of damage taken
DamageCause Entity Checks the type of the damage cause
Dawn Location If the time is dawn, from 22000 to 2000 in-game time
Day Location If the time is day, from 2000 to 10000 in-game time
Distance Compare Whether the distance between the caster and target is within the given range
DistanceFromSpawn Location Whether the distance from the world's spawn point to the target is within the given range
Dusk Location If the time is dusk, from 14000 to 18000 in-game time.
EnderDragonPhase Entity Checks if the ender dragon is in a phase or phases
EntityType Entity Tests the entity type of the target
Faction Entity Tests for the targets faction
FallSpeed Entity If the fall speed of the target is within the given range
FieldOfView Compare Tests if the target is within the given angle from where the caster is looking
Gliding Entity If the target is gliding
Globalscore Entity Checks a global scoreboard value
HasAura Entity Checks if the target entity has the given aura
HasAuraStacks Entity Tests if the target has the given range of stacks from an aura
HasCurrency Entity If the target has the given amount of vault currency
HasInventorySpace Entity If the target has the given amount of empty inventory space
HasOwner Entity Tests if the target mob has an owner
HasParent Entity Tests if the target mob has a parent
HasGravity Entity Tests if the target mob has gravity
HasPotionEffect Entity Tests if the target entity has a potion effect
HasTag Entity Tests if the target has a scoreboard tag
Haspermission Entity Tests if the target player has a permission
Health Entity Matches the target's health
Height Location Checks if the target's Y location is within a range
HeightAbove Location Checks if the target's Y location is above a value
HeightBelow Location Checks if the target's Y location is below a given value
Holding Entity Checks if the target is holding a given material
Inblock Location Checks the material at the target location
Incombat Entity If the target mob is considered in combat
Inside Location Checks if the target has a block over their head
ItemRecharging Entity Checks if the target's weapon is recharging
LastDamageCause Entity Checks the target's last damage cause
LastSignal Entity Matches the last signal received by the target mob
Level Entity Checks the target MythicMob's level
LightLevel Location Tests the light level at the target location
LineOfSight Compare Tests if the target is within line of sight of the caster
LunarPhase Location Checks the target world's lunar phase
Mobsinradius Location Checks how many mobs are in a given radius
Mobsinchunk Location Matches a range to how many mobs are in the target location's chunk
Mobsinworld Location Matches a range to how many mobs are in the target world
Mounted Entity If the target entity is riding a mount/vehicle
Moving Entity If the target has a velocity greater than zero
MythicMobType Entity Checks the MythicMob type of the target mob
Night Location If the time is night, from 14000 to 22000 in-game time
NotInRegion Location If the target location is not within the given WorldGuard region
OffGCD Entity Checks if the target mob has an active Global Cooldown
OnBlock Location Matches the block the target entity is standing on
OnGround Entity If the target entity is standing on solid ground
Outside Location If the target has open sky above them
Owner Compare Checks if the target entity is the owner of the caster
OwnerIsOnline Entity Checks if the owner of the target mob is online, if the owner is a player
Pitch Entity Checks if the pitch of the target entity is within a range
PlayerKills Entity Matches how many players the target mob has killed
PlayerNotWithin Location Checks if any players are within a radius of the target
PlayerWithin Location Checks if any players are within a radius of the target
Raining Location If it's raining in the target world
Region Location If the target is within the given WorldGuard region
SameFaction Entity Tests if the caster and target are in the same faction
Score Entity Checks a scoreboard value of the target entity
Stance Entity Checks the stance of the target mob
StringEquals Meta Checks if value1 equals value2. Both values can use variables and placeholders.
Sunny Location If the weather is sunny in the target world.
TargetInLineOfSight Entity Tests if the target has line of sight to their target
TargetNotInLineOfSight Entity Tests if the target doesn't have line of sight to their target
TargetWithin Entity Tests if the target's target is within a certain distance
Targetnotwithin Entity Tests if the target's target is not within a certain distance
Targets Meta Tests if the number of inherited targets from the parent skilltree matches the given range.
Thundering Location If it's thundering in the target world
VariableInRange Meta Checks if the given numeric variable is within a certain range.
VariableIsSet Meta Checks if the given variable is set.
Variableequals Meta Checks if the given variable has a particular value.
Wearing Entity Tests what the target entity has equipped.
World Location Checks the name of the target world.
Worldtime Location Matches a range against the target location's world's time.
Yaw Entity Checks the yaw of the target entity against a range.
yDiff Entity Checks the difference in Y between the targeted entity and the caster.

More Examples

FlameShock:
  Cooldown: 1
  Conditions:
  - targetwithin 15
  - targetinlineofsight true
  - incombat
  - stance aggressive
  - onblock GRASS
  - offgcd
  Skills:
  - gcd{t=60}
  - message{m="<mob.name> begins casting a spell"}
  - potion{t=SLOW;d=60;l=7}
  - delay 60
  - message{m="<target.name> &ecombusts"}
  - effect:particles{p=flame;a=20;hS=3;vS=1;s=0;y=2}
  - potion{t=HARM;d=1;l=1}

[1] Not all conditions may be applicable everywhere.

Clone repository
  • Home
  • Changelogs
  • Premium Features
  • Commands and Permissions
  • FAQ / Common Issues
  • Mythic Add-ons
  • Compatible Plugins
  • API Information

Mobs

  • Overview
  • Types
  • Mob Options
  • Mob Levels
  • Mob Factions
  • Power Scaling
  • Damage Modifiers
  • Equipment
  • BossBar
  • Custom AI
  • Custom Kill Messages
  • Threat Tables
  • Immunity Tables
  • Extra: Disguises
  • Extra: MiniaturePets

Skills

  • Overview
  • Mechanics
  • Effects
  • Targeters
  • Triggers
  • Conditions
  • Placeholders
  • Variables

Items & Drops

  • Drops and Drop Tables
  • Options
  • Attributes
  • Enchantments
  • Potions
  • Banner Layers

Spawning

  • Spawners
  • Random Spawns