Trigger Atom Reference
Belongs to: Action System · Related: Handlers · Cooldown / Cost / Conditions
The trigger atom decides "what the player does to trigger the action". It is filled in at trigger.atom. This page lists every built-in atom by category (sourced from TriggerType / TriggerSpec).
📋 Want a copy-and-use minimal YAML for each category of trigger? See Trigger Hands-On Examples.
Syntax recap:
yamltrigger: atom: left_click # single atom # or trigger: sequence: [sneak_down, left_click, left_click] # sequence combo window: 450 # inter-step window (milliseconds), default 450
Click Category
| Atom | When it triggers |
|---|---|
right_click | Right-click air or block |
left_click | Left-click air (swing / attack entity) |
shift_right_click | Sneak + right-click |
shift_left_click | Sneak + left-click |
right_click_air | Right-click air only |
right_click_block | Right-click block only |
left_click_air | Left-click air only |
left_click_block | Left-click block only |
Sneak / Crouch Category
| Atom | When it triggers |
|---|---|
shift_toggle (aliases sneak / crouch) | Sneak on or off |
double_shift_toggle | Double-tap sneak (450ms window) |
sneak_down | Sneak pressed (can be a sequence start) |
sneak_start | Sneak turned on |
sneak_stop | Sneak turned off |
Movement Category
| Atom | When it triggers |
|---|---|
sprint / sprint_start / sprint_stop | Sprint (toggle / on / off) |
glide (aliases fly / gliding) / glide_start / glide_stop | Elytra gliding |
swim | In water |
climb | Climbing ladder / vine |
jump | Jump |
teleport | Teleport |
respawn | Respawn after death |
fall_damage (alias fall_hurt) | Take fall damage |
Item Management Category
| Atom | When it triggers |
|---|---|
equip (aliases wear / hold) | Placed into a hand slot |
unequip (alias remove_equip) | Removed from hand |
swap_hand | Main/off hand swap |
consume (aliases eat / drink) | Eat / drink |
drop (alias discard) | Drop |
pickup | Pick up |
item_break | Tool / item breaks |
Block / Placement Category
| Atom | When it triggers |
|---|---|
place_block | Place block |
break_block | Mine / break block |
use_on_block | Right-click block |
bow_shoot (aliases shoot / arrow_shoot) | Release a bow arrow |
crossbow_shoot | Release a crossbow bolt |
trident_throw | Throw trident |
fish (aliases fishing / hook) | Fishing event |
Inventory / Crafting Category
| Atom | When it triggers |
|---|---|
inventory_click (aliases gui_click / container_click) | Click an inventory slot |
inventory_open / inventory_close | Open / close container |
inventory_drag | Drag item |
inventory_transfer (alias shift_click) | Shift-click |
inventory_swap (alias number_key) | Number-key item swap |
inventory_double_click (alias collect) | Double-click slot |
craft | Complete a craft |
anvil_use / enchant / grindstone_use / smithing / loom_use / stonecutter_use | Various workstation uses |
Entity Interaction Category
| Atom | When it triggers |
|---|---|
interact_entity (alias interact) | Right-click a creature |
interact_at_entity | Right-click a specific point on an entity |
interact_villager (alias trade) | Trade with a villager |
entity_target (alias mob_target) | An entity targets the player |
entity_tame / entity_breed / entity_shear / entity_milk | Tame / breed / shear / milk |
entity_saddle / entity_leash / entity_unleash | Saddle / leash / unleash |
vehicle_enter (aliases mount / ride) / vehicle_exit (alias dismount) / vehicle_move | Vehicle enter/exit / move |
Combat / Damage Category
| Atom | When it triggers |
|---|---|
on_damage (alias combat_damage) | Deal damage to an entity |
on_hit (alias combat_hit) | Take damage (non-lethal) |
on_kill (alias kill_event) | Kill an entity |
melee_hit | Hit by melee |
projectile_hit (alias arrow_hit) | Hit by a projectile |
critical_hit (alias crit) | Critical hit |
block (alias parry) | Shield block |
dodge | Dodge |
heal (alias heal_others) / receive_heal (alias healed) | Heal others / be healed |
death (alias player_death) | Player death |
kill_player / kill_entity | PvP kill / PvE kill |
Damage Source Breakdown (when hit)
contact_fire / contact_lava / entity_drown / entity_starve / entity_freeze / entity_poison / entity_wither / magic_damage, etc., correspond to specific damage causes.
Status Effect Category
entity_glow / entity_silence / entity_levitate / entity_explode (alias explosion) / entity_ignite (alias ignite) / entity_extinguish (aliases water / extinguish).
Environment Category
| Atom | When it triggers |
|---|---|
area_enter (aliases region_enter / zone_enter) / area_exit | Enter / exit a region (works with the region system) |
weather_change (alias weather) | Weather change |
time_change (aliases time / day_change) | Day/night change |
day (aliases sunrise / morning) / night (aliases sunset / evening) | Sunrise / sunset |
stand_on_block | Stand on a specific block |
enter_liquid / exit_liquid | Enter / exit liquid |
enter_portal (aliases portal_enter / nether_portal) / exit_portal | Enter / exit a portal |
Server Event Category
| Atom | When it triggers |
|---|---|
join (aliases player_join / login) / quit (aliases player_quit / logout) | Player join / leave server |
world_change (alias dimension_change) | Switch dimension |
biome_change (alias enter_biome) | Enter a biome |
entity_spawn (aliases spawn / mob_spawn) / entity_death (alias mob_death) / entity_remove (alias despawn) | Entity spawn / death / removal |
Special
| Atom | Description |
|---|---|
tick (aliases periodic / interval) | Periodic trigger (configure the interval with the tick: field, not atom) |
custom | User-defined trigger (fallback) |
About Aliases
Each atom may have multiple aliases; any of them works (e.g. right_click can also be written as one of its aliases). The system resolves them via TriggerCatalog.
Sequence Combos (Sequence)
Arrange multiple atoms in order in sequence; the player must complete them one after another within window milliseconds:
combo_attack:
trigger:
sequence:
- sneak_down
- left_click
- left_click
window: 500
cooldown: 3s
refs:
- handler: qi:message
payload: "Combo!"- State is tracked by
TriggerSequenceTrackerper (player, item, binding). - Sneak atom normalization:
shift/sneak/sneak_down→sneak_down;shift_up/sneak_up→sneak_up.
See Cooldown / Cost / Conditions / Combos for details.
Next Steps
- Handlers: what to execute after a trigger fires
- Cooldown / Cost / Conditions: restrict triggers