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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:

yaml
trigger:
  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

AtomWhen it triggers
right_clickRight-click air or block
left_clickLeft-click air (swing / attack entity)
shift_right_clickSneak + right-click
shift_left_clickSneak + left-click
right_click_airRight-click air only
right_click_blockRight-click block only
left_click_airLeft-click air only
left_click_blockLeft-click block only

Sneak / Crouch Category

AtomWhen it triggers
shift_toggle (aliases sneak / crouch)Sneak on or off
double_shift_toggleDouble-tap sneak (450ms window)
sneak_downSneak pressed (can be a sequence start)
sneak_startSneak turned on
sneak_stopSneak turned off

Movement Category

AtomWhen it triggers
sprint / sprint_start / sprint_stopSprint (toggle / on / off)
glide (aliases fly / gliding) / glide_start / glide_stopElytra gliding
swimIn water
climbClimbing ladder / vine
jumpJump
teleportTeleport
respawnRespawn after death
fall_damage (alias fall_hurt)Take fall damage

Item Management Category

AtomWhen it triggers
equip (aliases wear / hold)Placed into a hand slot
unequip (alias remove_equip)Removed from hand
swap_handMain/off hand swap
consume (aliases eat / drink)Eat / drink
drop (alias discard)Drop
pickupPick up
item_breakTool / item breaks

Block / Placement Category

AtomWhen it triggers
place_blockPlace block
break_blockMine / break block
use_on_blockRight-click block
bow_shoot (aliases shoot / arrow_shoot)Release a bow arrow
crossbow_shootRelease a crossbow bolt
trident_throwThrow trident
fish (aliases fishing / hook)Fishing event

Inventory / Crafting Category

AtomWhen it triggers
inventory_click (aliases gui_click / container_click)Click an inventory slot
inventory_open / inventory_closeOpen / close container
inventory_dragDrag 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
craftComplete a craft
anvil_use / enchant / grindstone_use / smithing / loom_use / stonecutter_useVarious workstation uses

Entity Interaction Category

AtomWhen it triggers
interact_entity (alias interact)Right-click a creature
interact_at_entityRight-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_milkTame / breed / shear / milk
entity_saddle / entity_leash / entity_unleashSaddle / leash / unleash
vehicle_enter (aliases mount / ride) / vehicle_exit (alias dismount) / vehicle_moveVehicle enter/exit / move

Combat / Damage Category

AtomWhen 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_hitHit by melee
projectile_hit (alias arrow_hit)Hit by a projectile
critical_hit (alias crit)Critical hit
block (alias parry)Shield block
dodgeDodge
heal (alias heal_others) / receive_heal (alias healed)Heal others / be healed
death (alias player_death)Player death
kill_player / kill_entityPvP 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

AtomWhen it triggers
area_enter (aliases region_enter / zone_enter) / area_exitEnter / 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_blockStand on a specific block
enter_liquid / exit_liquidEnter / exit liquid
enter_portal (aliases portal_enter / nether_portal) / exit_portalEnter / exit a portal

Server Event Category

AtomWhen 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

AtomDescription
tick (aliases periodic / interval)Periodic trigger (configure the interval with the tick: field, not atom)
customUser-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:

yaml
combo_attack:
  trigger:
    sequence:
      - sneak_down
      - left_click
      - left_click
    window: 500
  cooldown: 3s
  refs:
    - handler: qi:message
      payload: "Combo!"
  • State is tracked by TriggerSequenceTracker per (player, item, binding).
  • Sneak atom normalization: shift / sneak / sneak_downsneak_down; shift_up / sneak_upsneak_up.

See Cooldown / Cost / Conditions / Combos for details.


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