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Requires: identifier, resource_name OR biome_category OR rain_type OR biome_temperature OR biome_rainfall
Note that despite the OR requirements, you can check as many of them as you want to, but you must have at least 1.
resource_name: A list of biome ids where any are allowed to partially match the current biome.
biome_category: A list of biome categories from which the biome must be from at least 1. These
are also allowed to partially match.
rain_type: The type of precipitation of the biome. Accepts "rain", "snow", "none" or "any" for any of them.
biome_temperature: The temperature the biome must at or above.
check_lower_temp: Reverses the temperature check so the biome has to be under or equal to it.
biome_rainfall: The amount of precipitation the biome must receive.
check_higher_rainfall: Reverses the rainfall check so it is the maximum rather than the minimum
structure
Index
Activates based on the structure the player is in
Accepts: priority, identifier, fade_in, fade_out, trigger_delay, song_delay, start_toggled, not, persistence, resource_name, start_delay, passive_persistence, toggle_inactive_playable
Requires: identifier, resource_name
resource_name: A list of structure ids where any are allowed to partially match the current structure.
mob
Index
Activates based on various conditions regarding living entities and bosses around the player.
Accepts: priority, identifier, fade_in, fade_out, trigger_delay, song_delay, level, start_toggled, not, persistence, resource_name, start_delay, passive_persistence, toggle_inactive_playable, detection_range, mob_targeting, health, horde_targeting_percentage, horde_health_percentage, mob_nbt, infernal, champion, victory_id, victory_percentage
Requires: identifier, resource_name, level
level: The number of mobs that must meet the rest of the parameters
resource_name: A list of mob display names or ids within the detection range that must match. If
the display name is used it has to match exactly, whereas mob ids are allowed to partially match.
If MOB is included, any hostile will be checked for.
If BOSS is included, the trigger will check for a boss bar, ignoring the parameters that are not level or
related to health.
detection_range: The range in blocks around the player that will be checked for mobs that meet the rest
of the parameters
mob_targeting: If this is true, the mob(s) must be targeting the player.
health: The health percentage of the mob in regards to its max health must be at or under this.
horde_targeting_percentage: Sets a percentage in regards to the number of required mobs that must be
targeting the player.
horde_health_percentage: Sets a percentage in regards to the number of required mobs that must pass the
health parameter check.
mob_nbt: Handles various aspects related to the NBT data of the mobs. If you are unfamiliar with how NBT
data works, I would recommend avoiding using this parameter entirely. With that in mind, there 6 different
prefixes to keep note of. These are KEY_PRESENT, VAL_PRESENT, GREATER, LESSER, EQUAL, and INVERT.
KEY_PRESENT will check if a tag with a specific key is present and it is a compound tag. VAL_PRESENT will
check if a value-based data parameter is present which is not a compound tag. GREATER will check if the
referenced numerical NBT value is greater than the given value. LESSER will check if the referenced numerical
NBT value is less than the given value. EQUAL is a catch-all parameter that can check if a numerical NBT
value is equal to a given one, if a boolean NBT value is equivalent to the given input, or if a string NBT
value matches the given input. It can also be used after a GREATER or LESSER check to allow the operation to
check for matching values as well. INVERT will check if a boolean NBT value is the opposite of the given
value. It can also be used after the KEY_PRESENT, VAL_PRESENT, or EQUAL checks to invert them. This
parameter parses NBT data as PREFIX;key;key;val where the keys are generally compound tags and values are
the value input getting checked against. For example, in the case of CustomName tag which has text and color
parameters, if you want to check if the color does not match `dark_aqua`, it would be formatted like
`EQUAL;INVERT;CustomName;color;dark_aqua`
infernal: Requires Infernal Mobs to be installed. This is a list of all infernal qualities that are allowed
to partially match the current qualities of the mob. Can include ALL to check for any infernal quality.
infernal: Requires Champion to be installed. This is a list of all champion names that are allowed
to partially match the current champion names of the mob. Can include ALL to check for any champion name.
victory_id: A string corresponding to the identifier of registered victory trigger that will be
activated when the mobs that allowed the current mob trigger to activate are killed.
victory_percentage: The percentage of entities able to activate the trigger in regards to the level
parameter that need to be dead for the corresponding victory trigger to activate
victory
Index
Activates based on entities from mob or pvp triggers that were killed.
Accepts: priority, identifier, fade_in, fade_out, trigger_delay, song_delay, level, start_toggled, not, persistence, resource_name, start_delay, passive_persistence, toggle_inactive_playable, victory_timeout
Requires: identifier, persistence
victory_timeout: The number of ticks after the last known time an entity was able to activate its associated
trigger that it is allowed to activate a victory trigger for
gui
Index
Activates based on the current GUI being displayed. Note that the implementation of this is currently kinda dumb, so other than the CREDITS case you might not want to use it.