%e:ENTITY% (is|is not) sitting
Checks if a sittable entity (wolf, cat, etc.) is or is not sitting.
if mob is sitting:
Every distinct way you can write this pattern, with optional groups and choice groups expanded. Placeholders are shown as <name>.
<e> is sitting
<e> is not sitting
%e:ENTITY% has pdc %key:STRING%
%e:ENTITY% (does not have|has no) pdc %key:STRING%
%e:ENTITY% has [effect] %effect:STRING%
%e:ENTITY% is (adult|grown|baby|young)
%e:ENTITY% (is|is not) playing dead
%e:ENTITY% (has|does not have|has no) nectar
%e:ENTITY% (has|has not) stung
%e:ENTITY% (is|is not) (powered|charged)
%e:ENTITY% (is|is not) ignited
%e:ENTITY% (is|is not) sleeping
%e:ENTITY% (is|is not) crouching
%e:ENTITY% (is|is not) on fire
%e:ENTITY% (is|is not) on ground
%e:ENTITY% (is|is not) in water
%e:ENTITY_POSSESSIVE% type (is|is not) %type:ENTITY_TYPE%
%e:ENTITY% (is|is not) [a] %type:ENTITY_TYPE%
%e:ENTITY% (has|does not have) custom name
%e:ENTITY% (is|is not) valid
%e:ENTITY% (is|is not) player created
%e:ENTITY% is (dead|not alive)
%e:ENTITY% is alive
%e:ENTITY_POSSESSIVE% health %op:OP% %n:INT%
%e:ENTITY% (has|does not have|has no) saddle
%e:ENTITY% (is|is not) sheared
%e:ENTITY% size %op:OP% %n:INT%
%e:ENTITY% (is|is not) tamed
%e:ENTITY% (is|is not) angry
%e:ENTITY% (can|can not|cannot) break doors
%e:ENTITY% is converting [to drowned]