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Trigger Types

Taeguk edited this page Jun 8, 2026 · 6 revisions

Trigger Types

Each guidance entry has a trigger block that defines what event causes it to fire.

trigger:
  type: craft
  item: SwordBronze

craft

Fires when the player crafts a specific item.

trigger:
  type: craft
  item: SwordBronze       # prefab name of the crafted item

Tip: The item field uses the internal prefab name, not the display name. For example, SwordBronze not Bronze Sword. Check the Valheim Item Database for prefab names.


item_acquired

Fires when the player picks up or receives a specific item.

trigger:
  type: item_acquired
  item: TrollHide         # prefab name

This fires on any item gain — picking up from the ground, looting a chest, or receiving from a drop.


kill

Fires when the player gets credit for killing a specific creature.

trigger:
  type: kill
  creature: Troll         # prefab name of the creature

Credit is assigned to the player who dealt the killing blow or was the attacker on death.


build

Fires when the player places a specific building piece.

trigger:
  type: build
  piece: Stone_floor      # prefab name of the piece

biome

Fires when the player enters a specific biome. Checked every 2 seconds.

trigger:
  type: biome
  biome: AshLands

Valid biome names: Meadows, BlackForest, Swamp, Mountain, Plains, AshLands, DeepNorth, Ocean, Mistlands


distance

Fires when the player steps within radius metres of a named world location. Checked every 5 seconds. Fires at most once per location per character.

trigger:
  type: distance
  location: Vendor_BlackForest    # ZoneSystem location prefab name
  radius: 50                      # metres (default 50 when omitted)

Common location names: Vendor_BlackForest (Haldor), TrollCave02, Crypt2 (Burial Chambers), VikingVillage


skill_level

Fires when the player's skill reaches or crosses a threshold level.

trigger:
  type: skill_level
  skill: Swords
  level: 50

Valid skill names: Swords, Knives, Clubs, Polearms, Spears, Blocking, Axes, Bows, Crossbows, Unarmed, Pickaxes, WoodCutting, Jump, Sneak, Run, Swim, ElementalMagic, BloodMagic


discover_location

Fires when the player uncovers a named location on the map.

trigger:
  type: discover_location
  location: Vendor_BlackForest

damage_type

Fires when the player takes damage of a specific type.

trigger:
  type: damage_type
  damage_type: Fire

Valid damage types: Fire, Frost, Lightning, Poison, Spirit, Blunt, Slash, Pierce


npc_interacted

Fires when the player presses E on a trader NPC (short press — opens the store).

trigger:
  type: npc_interacted
  npc: Haldor             # prefab name, case-insensitive

Supported NPCs: Haldor, Hildir, BogWitch (any prefab with a Trader component)


npc_conversation

Fires when the player holds E on a trader NPC for ≥ 0.5 seconds. Opens a dialogue panel instead of the store. Use with display.mode: conversation.

trigger:
  type: npc_conversation
  npc: Haldor

The trader's hover tooltip gains a [Hold E] Quest hint when a matching entry is available. See NPC Conversations for the full panel setup.


npc_item_submit

Fires when the player uses a specific item while interacting with a trader NPC — a classic quest turn-in.

trigger:
  type: npc_item_submit
  npc: Haldor
  item: TrollTrophy       # prefab name of the item to submit
  count: 3                # how many are required (default 1)
  consume: true           # remove the items from inventory (default true)

When count > 1, the entry shows a progress bar in the HUD tracker and Codex until all items are submitted. Items are consumed incrementally — the player can hand them in across multiple interactions.


boss_defeated

Fires when a specific boss is killed anywhere in the world.

trigger:
  type: boss_defeated
  creature: Eikthyr       # boss prefab name

Boss prefab names: Eikthyr, gd_king (The Elder), Bonemass, Dragon (Moder), GoblinKing (Yagluth), SeekerQueen, Fader


first_login

Fires the first time a player ever logs into this world.

trigger:
  type: first_login

No additional fields required. Combine with once: true (the default) to fire exactly once per character per world.


player_death

Fires when the local player dies.

trigger:
  type: player_death

Useful for sympathy messages, tips about the death mechanic, or penalty/recovery guidance.


chest_opened

Fires when the player opens a specific type of chest.

trigger:
  type: chest_opened
  item: piece_chest_wood    # container prefab name

Common container prefabs: piece_chest_wood, piece_chest, piece_chest_blackmetal, TreasureChest_forestcrypt


timed

Fires on a repeating interval while the player is in the world.

trigger:
  type: timed
  id: my_tip_id        # required — stable identifier used to dispatch this entry
  interval: "1800"     # seconds as a plain number: 1800 = 30 min, 300 = 5 min, 3600 = 1 h
                       # or the keywords: "hourly" (3600 s), "daily" (86400 s)

The id field is required — it acts as the dispatch subject that links the timer to this entry. Without it the timer runs but the entry never fires. The interval is always in seconds (plain number); shorthand like "30m" or "1h" is not supported. Useful for periodic tips, reminders, or time-based events. The interval resets each time the entry fires. Combine with stop_when to stop after a condition is met.


entry_finished

Fires when another guidance entry completes (for single entries) or when its final chain step completes (for guide chains).

trigger:
  type: entry_finished
  entry: forge_bronze_chain    # the entry ID to watch

Use this to chain reward entries, post-quest messages, or unlock follow-up quests automatically.

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