Conditional crit (executioner)
An execution enchant: extra damage, but only when the victim is near death. This recipe shows conditions — a boolean gate that must pass before the effects run.
# content/enchants/executioner.yml
tier: mythic
display: "&4&lExecutioner"
description: "Execute foes who are near death."
trigger: ATTACK
applies-to: [SWORD, AXE]
group: combat
levels:
1:
chance: 30
condition: "%victim.health% < 4"
effects:
- { DAMAGE_MOD: { side: attack, mode: flat, amount: 4 } }
- { PARTICLE: { particle: CRIT, count: 10 } }
2:
chance: 40
condition: "%victim.health% < 5"
effects:
- { DAMAGE_MOD: { side: attack, mode: flat, amount: 6 } }
- { PARTICLE: { particle: CRIT, count: 14 } }
3:
chance: 50
cooldown: 0
condition: "%victim.health% < 6"
effects:
- { DAMAGE_MOD: { side: attack, mode: flat, amount: 8 } }
- { PARTICLE: { particle: CRIT, count: 18 } }
- { MESSAGE: { text: "&4&lExecuted!" } }
How it works
condition: "%victim.health% < 4"gates the whole activation. If the victim has 4 or more health, the enchant does nothing — no roll, no effects.DAMAGE_MODwithside: attack, mode: flatadds raw damage to this hit (the damage fold). Usemode: addfor a percent boost instead of a flat amount.- The health threshold and bonus both climb with level.
Conditions in depth
A condition is a boolean over %scope.name% variables, combined with
&& || ! ( ) and operators like < > == != contains:
condition: "%victim.health% < 6 && %onground%" # wounded AND you're grounded
condition: "%victim.helditem% contains \"SWORD\"" # victim is holding a sword
A condition can also end in a flow clause to nudge the activation instead of just gating it:
condition: "%sneaking% : %force%" # force the crit while sneaking
condition: "%victim.health% < 8 : +20 %chance%" # +20% chance vs. wounded foes
See the conditions reference for every variable, operator, and flow
clause (%stop%, %force%, %allow%, ±N %chance%).