> For the complete documentation index, see [llms.txt](https://hamsterbaron.gitbook.io/hamsterbaron/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hamsterbaron.gitbook.io/hamsterbaron/mechanic-guides/condition/allconditionlist.md).

# 可用条件块概览

## 可用条件语句概览总表

下表列出了目前所有可用的条件语句。有关于每个条件语句的详细介绍，特性说明与使用案例，请点击表中条件语句ID以查看详细内容。

<table><thead><tr><th width="125">条件名称</th><th width="163">条件ID</th><th>条件简述</th></tr></thead><tbody><tr><td>玩家目标判定</td><td><code>TargetIsPlayer</code></td><td>被选中的目标是否为玩家</td></tr><tr><td>实体目标判定</td><td><code>TargetIsEntity</code></td><td>被选中的目标是否属于指定的一系列实体中</td></tr><tr><td>命中方块类型</td><td><code>HitBlockType</code></td><td>击中的方块是否属于指定的一系列方块中</td></tr><tr><td>站立方块判定</td><td><code>SelfStandsOn</code></td><td>技能释放者是否站在指定方块的其中一类上</td></tr><tr><td>天气判定</td><td><code>Weather</code></td><td>当前世界内天气</td></tr><tr><td>时间判定</td><td><code>Time</code></td><td>当前世界内时间</td></tr><tr><td>群系判定</td><td><code>Biome</code></td><td>技能释放者所处群系</td></tr><tr><td>世界类型判定</td><td><code>World</code></td><td>技能释放者所处世界类型或特定名称</td></tr><tr><td>子弹类型判定</td><td><code>AmmoType</code></td><td>当前枪械使用的弹药种类名称</td></tr><tr><td>药水效果判定</td><td><code>HasEffect</code></td><td>技能释放者是否拥有特定Buff</td></tr><tr><td>持有物品判定</td><td><code>HasItem</code></td><td>技能释放者背包中是否拥有特定物品</td></tr><tr><td>消耗物品判定</td><td><code>ConsumeItem</code></td><td>同上，但每次条件检测通过都会扣除对应数量物品</td></tr><tr><td>命中时间判定</td><td><code>BulletFlyingTime</code></td><td>子弹命中目标时经过多长时间</td></tr><tr><td>支撑判定</td><td><code>IsBraced</code></td><td>技能释放者持枪周围是否有方块可模拟支撑状态</td></tr><tr><td>变量判定</td><td><code>Variables</code></td><td>检测特定记分板或自有变量是否满足一定值</td></tr></tbody></table>

通常，使用场景最灵活，可实现功能也最广泛的条件语句是变量判定 (Variables) ，灵活使用占位符变量以最大化加强与环境的交互能力，并与其他原版机制，插件或模组系统 (例如FTB任务) 通讯，进行数据传递。

请注意，许多额外的判定也依赖变量判定来进行，如对枪械数据的判断，对玩家状态属性的判断等。详见变量判定条件说明页以及变量与函数页面。


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