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Triggers

A trigger is the event that makes an ability run. Every enchant, set, or crystal declares exactly one trigger with the trigger: key, and it answers a single question: "when should this fire?"

enchant:
trigger: ATTACK # fire when the wearer lands a melee hit
levels:
1:
chance: 30
effects:
- { POTION: { effect: POISON, level: 1, duration: 60 } }

Triggers take no arguments — you just name one. The hard part is picking the right one, so the table below explains each in plain words.

What the columns mean

  • Side — which "team" of the combat fold the trigger belongs to:
    • Attack — fires when you are dealing damage. Use these for offensive effects (extra damage, debuffs on your victim).
    • Defense — fires when you are taking damage. Use these for retaliation, shielding, escape.
    • Neutral — not tied to combat at all (mining, eating, a repeating timer, etc.).
  • Held itemYes means the trigger looks at the item in your hand (tools, weapons used by hand). When this is the case, the enchant only counts when that item is held.
  • Scans armourYes means the engine checks your worn equipment for this enchant, so it can fire from armor (and held gear). This is how passive armor enchants and most combat enchants work.
  • Needs targetYes means the event must involve another entity (a victim or attacker). Triggers without a target fire on you/your location alone.

:::tip Match the trigger to the side of your effect Defensive effects (GUARD, KNOCKBACK_CONTROL on yourself, retaliation DAMAGE) belong on a DEFENSE trigger; offensive ones belong on ATTACK. Putting a retaliation effect on ATTACK (or vice-versa) is the most common reason an enchant "does nothing." :::

:::note PASSIVE vs REPEATING Both are always-on while the item is worn, but they differ:

  • PASSIVE is a continuous state — best for effects that are a condition (a permanent potion buff, a HEALTH bump). The engine keeps them applied while worn and cleans them up on unequip.
  • REPEATING runs on a fixed timer — best for periodic upkeep (top up a buff, lay a WALKER platform, refresh KEEP_ON_DEATH). repeat: N is the period in ticks; repeat-delay: D moves the first run to D ticks after equip instead of a full period out, so an upkeep ability can start straight away without shortening the loop. :::
TriggerSideWhen does it fire?Held itemScans armourNeeds target
ATTACKAttackYou land a melee hit on a living target.YesYes
BOWAttackYour fired arrow hits a target (the hit, not the shot).YesYes
TRIDENTAttackYour thrown/melee trident hits a target.YesYes
KILLAttackYour hit kills the target.YesYes
BOW_FIREAttackYou release a bow shot (the moment the arrow leaves).Yes
DEFENSEDefenseSomething deals damage to you.YesYes
FALLDefenseYou take fall damage.Yes
FIREDefenseYou take fire/burning damage.Yes
PASSIVENeutralAlways on while the item is worn (no event needed).Yes
MINENeutralYou break a block while mining.Yes
DEATHNeutralYou die.Yes
HELDNeutralThe item is in your hand (held), checked continuously.Yes
BREAKNeutralYou break a block with this held item.Yes
ITEM_DAMAGENeutralThis held item loses durability.Yes
EATNeutralYou finish eating/drinking while holding this item.Yes
FISHINGNeutralYou reel in a catch with this fishing rod.Yes
INTERACTNeutralYou right- or left-click with this held item.Yes
INTERACT_LEFTNeutralYou left-click with this held item.Yes
INTERACT_RIGHTNeutralYou right-click with this held item.Yes
REPEATINGNeutralOn a fixed timer while worn (good for always-on upkeep effects).Yes
COMMANDNeutralFired explicitly by a command, not a game event.Yes
IMPACTAttackFires on its matching game event.YesYes
EXP_GAINNeutralFires on its matching game event.Yes
USENeutralFires on its matching game event.Yes
GUARDIAN_HURTNeutralFires on its matching game event.Yes
HURTDefenseFires on its matching game event.Yes
EQUIP_CHANGENeutralFires on its matching game event.Yes
PROJECTILE_LANDNeutralFires on its matching game event.Yes
PROXIMITY_EVENTNeutralFires on its matching game event.YesYes
SUMMON_PAYLOADNeutralFires on its matching game event.YesYes

See also