Cmdibuzz Event Triggers

Bind commands to server events like join, death, chat, and more

Updated August 12, 2026

Overview

Set the trigger field to bind a command to an event. When the event fires, all actions in runcmd are executed.

Available Triggers

TriggerFires WhenExtra Placeholders
joinA player joins the server
quitA player leaves
deathA player dies%death_message%, %damage_source%
respawnA player respawns%death_keep_inventory%
interact_blockA player right-clicks any block%block%, %block_x%, %block_y%, %block_z%, %hand%
attack_blockA player left-clicks a block%block%, %block_x%, %block_y%, %block_z%
interact_itemA player uses any item%item%, %item_count%, %hand%
interact_item:minecraft:diamondA player uses a specific itemSame as above
chatA player sends any chat message%chat_message%, %chat_message_lower%
chat:helloMessage contains "hello" (case-insensitive)Same as above
world_changeA player changes dimensions%from_world%, %to_world%
server_startServer finishes starting— (console source)
server_stopServer is shutting down— (console source)

Example: Welcome Message

{
  "id": "welcome",
  "command": "",
  "trigger": "join",
  "runcmd": [
    "actionbar: <green>Welcome to the server, <yellow>%player_name%<green>!",
    "delay: 20",
    "title: 10 60 10 <gold>%player_name%",
    "title: subtitle:<gray>Enjoy your stay"
  ]
}

Event-triggered commands can use an empty command field. They must remain registered (register: true, the default) for event dispatch; register: false disables both command registration and event execution. When command is empty, the command ID is used as the registered fallback name.

Example: Chat-Triggered Fun

{
  "id": "boom",
  "trigger": "chat:boom",
  "runcmd": [
    "text: <red><bold>BOOM! <gray>said %player_name%",
    "sound: minecraft:entity.generic.explode 1.0 1.0",
    "particle: minecraft:explosion 20 0.5"
  ]
}

Example: Death Announcement

{
  "id": "death_announce",
  "command": "",
  "trigger": "death",
  "runcmd": [
    "broadcast_text: <red>%player_name%<red> was killed by <yellow>%damage_source%"
  ]
}