User:PepijnMC/Triggers

List of triggers
Triggers when the player breeds 2 animals. Available conditions: An example {      "criteria": { "example": { "trigger": "minecraft:bred_animals", "conditions": { "child": { "type": "mule" },                   "parent": { "location": { "biome": "void" }                   },                    "partner": { "effects": { "minecraft:speed": { "amplifier": { "min": 2 }                           }                        }                    }                }            }        }    }
 * minecraft : bred_animals
 * : The child that results from the breeding.
 * : The parent.
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The parent.
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)

Triggers when the player takes a potion out of a brewing stand. Available conditions: An example {      "criteria": { "example": { "trigger": "minecraft:brewed_potion", "conditions": { "potion": "minecraft:strong_swiftness" }           }        }    }
 * minecraft : brewed_potion
 * : A brewed potion ID.
 * : A brewed potion ID.

Triggers when the player travels between two dimensions. Available conditions: An example {      "criteria": { "example": { "trigger": "minecraft:changed_dimension", "conditions": { "from": "the_end", "to": "overworld" }           }        }    }
 * minecraft : changed_dimension
 * : The dimension the entity traveled from. Accepts these 3 values.
 * : The dimension the entity traveled to. Same accepted values as above.
 * : The dimension the entity traveled to. Same accepted values as above.

Triggers when the player changes the structure of a beacon. (When the beacon updates itself). Available conditions: An example {      "criteria": { "example": { "trigger": "minecraft:construct_beacon", "conditions": { "level": { "min": 3 }               }            }        }    }
 * minecraft : construct_beacon
 * : The tier of the updated beacon structure.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

Triggers when the player consumes an item. Available conditions: An example
 * minecraft : consume_item
 * : The item that was consumed
 * : The item that was consumed

Triggers when the player cures a zombie villager. Available conditions: An example
 * minecraft : cured_zombie_villager
 * : The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
 * : The zombie villager the conversion started on. The 'type' tag is redundant since it will always be "zombie_villager".
 * : The zombie villager the conversion started on. The 'type' tag is redundant since it will always be "zombie_villager".
 * : The zombie villager the conversion started on. The 'type' tag is redundant since it will always be "zombie_villager".

Triggers after the player gets a status effect applied or taken from them. Available conditions: An example
 * minecraft : effects_changed
 * : A list of status effects the player has.
 * : A status effect with the key name being the status effect name.
 * : The effect amplifier.
 * : The maximum value.
 * : The minimum value.
 * : The effect duration in ticks.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.

Triggers when the player enchants an item through an enchanting table (does not get triggered through an anvil, or through commands). Available conditions: An example
 * minecraft : enchanted_item
 * : The levels spent on the enchantment.
 * : The maximum value.
 * : The minimum value.
 * : The levels spent on the enchantment.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.

Triggers when the player stands in a block. Checks every tick and will try to trigger for each successful match (up to 8 times, the maximum amount of blocks a player can stand in), which only works if the advancement is revoked from within the advancement using a function reward. Available conditions: An example
 * minecraft : enter_block
 * : The block that the player is standing in. Accepts block IDs.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : A single block state, with the key name being the state name and the value being the required value of that state.

Triggers when an entity hurts a player. Available conditions: An example
 * minecraft : entity_hurt_player
 * : Checks the damage the entity did to the player.
 * : Checks if the damage was successfully blocked.
 * : Checks the amount of incoming damage against the entity before damage reduction.
 * : A maximum value.
 * : A minimum value.
 * : The entity that was the direct cause of the damage.
 * : Checks the entity that was the source of the damage (for example: The skeleton that shot the arrow).
 * : Checks the amount of incoming damage against the entity after damage reduction.
 * : A maximum value.
 * : A minimum value.
 * : Checks if the damage bypasses the armor of a entity.
 * : Checks if the damage bypasses the invulnerability status of a entity.
 * : Checks if the damage is caused by starvation.
 * : Redundant but still possible.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage (for example: The skeleton that shot the arrow). Redundant but still possible.
 * : Redundant but still possible.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage (for example: The skeleton that shot the arrow). Redundant but still possible.
 * : Checks the entity that was the source of the damage (for example: The skeleton that shot the arrow). Redundant but still possible.

Triggers when an entity kills a player. Available conditions: An example
 * minecraft : entity_killed_player
 * : Checks the entity that was the source of the damage (for example: The skeleton that shot the arrow)
 * : The type of damage that killed an entity.
 * : Checks if the damage bypasses the armor of a entity.
 * : Checks if the damage bypasses the invulnerability status of a entity.
 * : Checks if the damage is caused by starvation.
 * : The entity that was the direct cause of the damage.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage (for example: The skeleton that shot the arrow). Redundant but still possible.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage (for example: The skeleton that shot the arrow). Redundant but still possible.

Triggers only using commands. An example
 * minecraft : impossible

Triggers when any changes happen to the player's inventory. Available conditions: An example
 * minecraft : inventory_changed
 * : A list of items in the player's inventory.
 * : The amount of slots empty in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots completely filled (stacksize) in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

Triggers after any item in the inventory has been damaged in any form. Available conditions: An example
 * minecraft : item_durability_changed
 * : The difference in durability.
 * : The maximum value.
 * : The minimum value.
 * : The remaining durability of the item.
 * : The maximum value.
 * : The minimum value.
 * : The item before it was damaged, allows you to check durability before the item was damaged.
 * : The maximum value.
 * : The minimum value.
 * : The item before it was damaged, allows you to check durability before the item was damaged.

Triggers when the player has the levitation status effect. Available conditions: An example
 * minecraft : levitation
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The duration of the levitation.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The duration of the levitation.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

Triggers every 20 ticks (1 second) and checks where the player is. Available conditions: An example
 * minecraft : location

Triggers when the player travels to the Nether and then returns to the Overworld. Available conditions: An example
 * minecraft : nether_travel
 * : The Overworld distance between where the player entered the Nether and where the played exited the Nether.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

Triggers when the player placed a block. Available conditions: An example
 * minecraft : placed_block
 * : The block that was placed. Accepts block IDs.
 * : The item that was used to place the block before the item was consumed.
 * : The location of the block that was placed.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : A single block state, with the key name being the state name and the value being the required value of that state.

Triggers when the player hurts an entity (including itself). Available conditions: An example
 * minecraft : player_hurt_entity
 * : The damage that was dealt
 * : Checks if the damage was successfully blocked.
 * : Checks the amount of incoming damage against the entity before damage reduction.
 * : A maximum value.
 * : A minimum value.
 * : The entity that was the direct cause of the damage.
 * : Checks the entity that was the source of the damage. Redundant because it will always be the player.
 * : Checks the amount of incoming damage against the entity after damage reduction.
 * : A maximum value.
 * : A minimum value.
 * : Checks if the damage bypasses the armor of a entity.
 * : Checks if the damage bypasses the invulnerability status of a entity.
 * : Checks if the damage is caused by starvation.
 * : Redundant but still possible.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage. Redundant but still possible.
 * : Redundant but still possible.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage. Redundant but still possible.
 * : Checks the entity that was the source of the damage. Redundant but still possible.

Triggers when the player kills an entity. Available conditions: An example
 * minecraft : player_killed_entity
 * : The entity that was killed.
 * : The type of damage that killed an entity.
 * : Checks if the damage bypasses the armor of a entity.
 * : Checks if the damage bypasses the invulnerability status of a entity.
 * : Checks if the damage is caused by starvation.
 * : The entity that was the direct cause of the damage.
 * : Checks if the damage originates from an explosion.
 * : Checks if the damage originates from fire.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage. Redundant because it will always be the player.
 * : Checks if the damage originates from magic.
 * : Checks if the damage originates from a projectile.
 * : Checks the entity that was the source of the damage. Redundant because it will always be the player.

Triggers when the player unlocks a recipe (using a knowledge book for example). Available conditions: An example
 * minecraft : recipe_unlocked
 * : The recipe that was unlocked.
 * : The recipe that was unlocked.

Triggers when the player enters a bed. Available conditions: An example
 * minecraft : slept_in_bed

Triggers when an entity has been summoned. Works with iron golems (pumpkin and iron blocks), snow golems (pumpkin and snow blocks), the ender dragon (ender crystals) and the wither (wither skulls and soul sand). Using dispensers to place the wither skulls or pumpkins will still activate this trigger. Spawn eggs, commands and mob spawners will not work however. Available conditions: An example
 * minecraft : summoned_entity

Triggers when the player tames an animal. Available conditions: An example
 * minecraft : tame_animal

Triggers every tick (20 times a second). An example
 * minecraft : tick

Triggers when the player uses an ender eye (in a world where strongholds generate). Available conditions: An example
 * minecraft : used_ender_eye
 * : The horizontal distance between the player and the stronghold.
 * : A maximum value.
 * : A minimum value.
 * : A maximum value.
 * : A minimum value.

Triggers when the players uses a totem. Available conditions: An example
 * minecraft : used_totem
 * : The item, only works with totem items.
 * : The item, only works with totem items.

Triggers when the player trades with a villager. Available conditions: An example
 * minecraft : villager_trade
 * : The item that was purchased.
 * : The villager the item was purchased from. The 'type' tag is redundant since it will always be "villager".
 * : The villager the item was purchased from. The 'type' tag is redundant since it will always be "villager".
 * : The villager the item was purchased from. The 'type' tag is redundant since it will always be "villager".