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EntityChecker

The EntityChecker system allows you to filter and select entities (creatures, players, objects) based on various characteristics such as type, health, equipment, tags, and much more.

How It Works

EntityChecker is a flexible tool that allows you to create complex filters by combining multiple conditions. If an entity meets all the specified filters, it will be considered a match.

Filter Categories

EntityChecker offers several groups of filters:

CategoryDescription
TypeFilter by entity type (Zombie, Creeper, Player, etc.)
NameFilter by the entity's custom name
HealthFilter based on current or maximum health
AttributesFilter by Minecraft attributes (speed, strength, etc.)
AI & BehaviorFilter by AI, leash, state
StatusFilter by invisibility, water, ground, flight, swimming
EquipmentFilter by equipped items (helmet, main hand, etc.)
Persistent DataFilter by custom data stored on the entity
Scoreboard TagsFilter by tags assigned via scoreboard
AgeFilter by baby or adult entities
MythicMobsFilter by mobs managed by MythicMobs

Available Filters

🎯 Entity Type

Select the type of entity you want to filter.

# Single entity type
type: ZOMBIE

# Multiple types
types:
- ZOMBIE
- CREEPER
- SKELETON

# Exclude a type
notType: PLAYER

🏷️ Custom Name

Filter based on the visible name of the entity (for example, a name assigned with a command).

# Exact name
displayName: "Evil Boss"

# Name containing a keyword
displayNameContains: "Boss"

# Entities with any custom name
hasAnyDisplayName: true

# Entities WITHOUT a custom name
hasNoDisplayName: true

❤️ Health

Filter entities based on their health.

# Minimum health
minHealth: 5

# Maximum health
maxHealth: 10

# Health range
healthBetween:
min: 5
max: 10

# Entities at full health
fullHealth: true

# Damaged entities
damaged: true

⚙️ Attributes

Filter by Minecraft attributes such as speed, attack strength, etc.

attributes:
generic_max_health:
min: 20
generic_movement_speed:
max: 0.3

💡 Common attributes: generic_max_health, generic_movement_speed, generic_attack_damage, generic_armor, generic_armor_toughness

🧠 AI & Behavior

Filter entities based on their behavior.

# With artificial intelligence
hasAI: true
# Without AI
hasAI: false

# Leashed
isLeashed: true
# Not leashed
isLeashed: false

💧 Status & Environment

Filter based on the entity's status and environment.

# In water
inWater: true

# On ground
onGround: true

# Flying/gliding
gliding: true

# Swimming
swimming: true
# Invisible
invisible: true
# Visible
invisible: false

🎒 Equipment

Filter entities that have equipment.

# Has an item in main hand
hasItemInMainHand: true

# Wearing a helmet
hasHelmet: true

💡 Available types: STRING, INTEGER, DOUBLE, BYTE, LONG, etc.

🏷️ Scoreboard Tags

Filter entities that have specific tags assigned.

# Single tag
scoreboardTag: "mytag"

# Does not have a tag
notScoreboardTag: "mytag"
# Has at least one of the tags (OR mode)
scoreboardTags:
mode: any
list:
- tag1
- tag2
# Has all tags (AND mode)
scoreboardTags:
mode: all
list:
- tag1
- tag2
# Simple list (assumes OR)
scoreboardTags:
- tag1
- tag2

👶 Age

Filter baby or adult entities.

# Baby
isBaby: true

# Adults
isAdult: true

👹 MythicMobs

If you have the MythicMobs plugin installed, you can filter special mobs.

# Any MythicMobs mob
isanymythic: true

# Specific mob by type
ismythic:
key: "fire_dragon"

Complete Examples

Example 1: Dangerous Boss

boss_check:
displayNameContains: "Boss"
minHealth: 50
type: ZOMBIE
isLeashed: false
hasAI: true

Selects Zombies with "Boss" in the name, at least 50 health, with AI and not leashed.

Example 2: Wounded Creature

wounded_creature:
damaged: true
minHealth: 1
maxHealth: 10
hasAI: true

Selects intelligent creatures that are damaged with health between 1 and 10.

Example 5: Equipped War Horse

war_horse:
type: HORSE
hasHelmet: true
hasItemInMainHand: true

Selects horses wearing a helmet and holding an item.


Technical Notes

  • All filters must match: If you have 3 filters, the entity must pass all three
  • Case sensitivity: Filter names are not case-sensitive
  • Entity types: Use official Minecraft names in UPPERCASE (e.g., ZOMBIE, CREEPER, PLAYER)
  • Health: Health is expressed in "half hearts" (20 = 10 full hearts)
  • Scoreboard tags: Tags are case-sensitive

Frequently Asked Questions

Q: What's the difference between "any" and "all" for tags?
A: - any: The entity must have at least one of the listed tags (OR logic)

  • all: The entity must have all the listed tags (AND logic)