ItsTheSky/disky-v1 huggingface dataset:
Exhaustion: The exhaustion of a player. This is mainly used to determine the rate of hunger depletion.
Code: [the] exhaustion of %players%
Experience: How much experience was spawned in an experience spawn or block break event. Can be changed.
Code: [the] [(spawned|dropped)] [e]xp[erience] [orb[s]]
Exploded Blocks: Get all the blocks that were destroyed in an explode event
Code: [the] exploded blocks
Explosion Block Yield: The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect.
Code: [the] [explosion['s]] block (yield|amount)
Explosion Yield: The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read this wiki page for more information
Code: [the] explosion (yield|radius|size)
Explosive Yield: The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read this wiki page for more information
Code: [the] explosive (yield|radius|size) of %entities%
Facing: The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike direction which is the exact direction, e.g. '0.5 south and 0.7 east')
Code: [the] [(horizontal)] facing of %living entities/blocks%
Fall Distance: The distance an entity has fallen for.
Code: [the] fall[en] (distance|height) of %entities%
Fertilized Blocks: The blocks fertilized in block fertilize events.
Code: [all] [the] fertilized blocks
Filter: Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition.
Code: %objects% (where|that match) \[<.+>\]
Filter Input: Represents the input in a filter expression. For example, if you ran 'broadcast "something" and "something else" where [input is "something"]the condition would be checked twice, using "something" and "something else" as the inputs.
Code: input
Final Damage: How much damage is done in a damage event, considering all types of damage reduction. Can NOT be changed.
Code: [the] final damage
Firework Effect: Represents a 'firework effect' which can be used in the launch firework effect.
Code: [(flickering|trailing|flickering trailing|trailing flickering)] %firework type% [firework [effect]] colo[u]red %colors%
Flight Mode: Whether the player(s) are allowed to fly. Use Make Fly effect to force player(s) to fly.
Code: [the] fl(y[ing]|ight) (mode|state) of %players%
Food Level: The food level of a player from 0 to 10. Has several aliases: food/hunger level/meter/bar.
Code: [the] (food|hunger)[[ ](level|met(er|re)|bar)] [of %players%]
Formatted Date: Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this Wikipedia article.
Code: %dates% formatted [human-readable] [(with|as) %text%]
Former/Future State: Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a level change event. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event.
Code: [the] (former|past|old) [state] [of] %~object%
Free / Max / Total Memory: The free, max or total memory of the server in Megabytes.
Code: [the] [server] (free|max[imum]|total) (memory|ram)
Freeze Time: How much time an entity has been in powdered snow for.
Code: [the] freeze time of %entities%
Furnace Slot: A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use 'block' and not furnace, as furnace is not an existing expression. Note that the result and the result slot refer to separate things. the result is the product in a smelt event and the result slot is the output slot of a furnace (where the result will end up). Note that if the result in a smelt event is changed to an item that differs in type from the items currently in the result slot, the smelting will fail to complete (the item will attempt to smelt itself again). Note that if values other than the result are changed, event values may not accurately reflect the actual items in a furnace. Thus you may wish to use the event block in this case (e.g. the fuel slot of the event-block) to get accurate values if needed.
Code: [the] (ore slot|fuel slot|result [slot])
Game Mode: The gamemode of a player. (Gamemodes)
Code: [the] game[ ]mode of %players%
Gamerule Value: The gamerule value of a world.
Code: [the] gamerule %gamerule% of %worlds%
Gliding State: Sets of gets gliding state of player. It allows you to set gliding state of entity even if they do not have an Elytra equipped.
Code: [the] (gliding|glider) [state] of %living entities%
Glowing: Indicates if targeted entity is glowing (new 1.9 effect) or not. Glowing entities can be seen through walls.
Code: [the] glowing of %entities%
Gravity: If entity is affected by gravity or not, i.e. if it has Minecraft 1.10+ NoGravity flag.
Code: [the] gravity of %entities%
Group: The primary group or all groups of a player. This expression requires Vault and a compatible permissions plugin to be installed. If you have LuckPerms, ensure you have vault integration enabled in the luck perms configurations.
Code: [the] group[s] of %offline players%
Hanging Entity/Remover: Returns the hanging entity or remover in hanging break and place events.
Code: [the] hanging (entity|remover)
Hash: Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases. MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not that secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you must specify algorithms that will be used for security reasons! Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript.
Code: %texts% hash[ed] with (MD5|SHA-256)
Hatching Entity Type: The type of the entity that will be hatched in a Player Egg Throw event.
Code: [the] hatching entity [type]
Hatching Number: The number of entities that will be hatched in a Player Egg Throw event. Please note that no more than 127 entities can be hatched at once.
Code: [the] hatching number
Head location: The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows.
Code: [the] (head|eye[s]) [location[s]] of %living entities%
Heal Amount: The amount of health healed in a healing event.
Code: [the] heal amount
Heal Reason: The heal reason of a heal event. Please click on the link for more information.
Code: (regen|health regain|heal) (reason|cause)
Health: The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players).
Code: [the] health of %living entities%
Hidden Players: The players hidden from a player that were hidden using the player visibility effect.
Code: [(all [[of] the]|the)] hidden players (of|for) %players%
Highest Solid Block: Returns the highest solid block at the x and z coordinates of the world of a given location.
Code: highest [(solid|non-air)] block at %locations%
Hostname: The hostname used by the connecting player to connect to the server in a connect event.
Code: [the] (host|domain)[ ][name]
Hotbar Button: The hotbar button clicked in an inventory click event.
Code: [the] hotbar button
Hotbar Slot: The currently selected hotbar slot. To retrieve its number use Slot Index expression. Use future and past tense to grab the previous slot in an item change event, see example.
Code: [the] [the] [([currently] selected|current)] hotbar slot[s] [of %players%]
Hover List: The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a server list ping event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes fake online count) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.
Code: [the] [custom] [(player|server)] (hover|sample) ([message] list|message)
Humidity: Humidity of given blocks.
Code: [the] humidit(y|ies) of %blocks%
IP: The IP address of a player, or the connected player in a connect event, or the pinger in a server list ping event.
Code: IP[s][( |-)address[es]] of %players%
Index Of: The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the length of the text.
Code: [the] [(first|last)] index of %text% in %text%
Indices of List: Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices.
Code: [(the|all [[of] the])] (indexes|indices) of %~objects%
Initiator Inventory: Returns the initiator inventory in an on inventory item move event.
Code: [the] [event-]initiator[( |-)inventory]
Inventory: The inventory of a block or player. You can usually omit this expression and can directly add or remove items to/from blocks or players.
Code: [the] inventor(y|ies) of %inventoryholders/item types%
Inventory Action: The inventory action of an inventory event. Please click on the link for more information.
Code: [the] inventory action
Inventory Close Reason: The inventory close reason of an inventory close event.
Code: [the] inventory clos(e|ing) (reason|cause)
Inventory Holder/Viewers/Rows/Slots: Gets the amount of rows/slots, viewers and holder of an inventory.NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.
Code: (holder[s]|viewers|[amount of] rows|[amount of] slots) of %inventories%
Inventory Slot: Represents a slot in an inventory. It can be used to change the item in an inventory too.
Code: [the] slot[s] %numbers% of %inventory%
Item: The item involved in an event, e.g. in a drop, dispense, pickup or craft event.
Code: [the] item
Item Amount: The amount of an item stack.
Code: [the] item[[ ]stack] (amount|size|number) of %slots/item types/item stacks%
Item Cooldown: Change the cooldown of a specific material to a certain amount of Timespan.
Code: [the] [item] cooldown of %item types% for %players%
Item Enchantments: All the enchantments an item type has.
Code: [the] enchantments of %item types%
Item of an Entity: An item associated with an entity. For dropped item entities, it gets, obviously, the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.),it gets the displayed item. Other entities do not have items associated with them.
Code: [the] item of %entities%
Item with CustomModelData: Get an item with a CustomModelData tag. (Value is an integer between 0 and 99999999)
Code: %item type% with [custom] model data %number%
Item with Lore: Returns the given item type with the specified lore added to it. If multiple strings are passed, each of them will be a separate line in the lore.
Code: %item type% with [(a|the)] lore %texts%
Items: Items or blocks of a specific type, useful for looping.
Code: [all [[of] the]|the] block[[ ]type]s
Items In: All items or specific type(s) of items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved.
Code: [all [[of] the]] items ([with]in|of|contained in|out of) [inventor(y|ies)] %inventories%
Join & Split: Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter.
Code: (concat[enate]|join) %texts% [(with|using|by) [[the] delimiter] %text%]
Language: Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
Code: [the] [([currently] selected|current)] [game] (language|locale) [setting] of %players%
Last Attacker: The last block or entity that attacked an entity.
Code: [the] last attacker of %entity%
Last Color: The colors used at the end of a string. The colors of the returned string will be formatted with their symbols.
Code: [the] last color[s] of %texts%
Last Damage: The last damage that was done to an entity. Note that changing it doesn't deal more/less damage.
Code: [the] last damage of %living entities%
Last Damage Cause: Cause of last damage done to an entity
Code: [the] last damage (cause|reason|type) of %living entities%
Last Loaded Server Icon: Returns the last loaded server icon with the load server icon effect.
Code: [the] [last[ly]] loaded server icon
Last Resource Pack Response: Returns the last resource pack response received from a player.
Code: [the] [last] resource pack response[s] of %players%
Last Spawned Entity: Holds the entity that was spawned most recently with the spawn effect (section), dropped with the drop effect, shot with the shoot effect or created with the lightning effect. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together.
Code: [the] [last[ly]] (spawned|shot) %*entity type%
Last/First Login Time: When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server.
Code: [the] (last|first) login of %offline players%
Leash Holder: The leash holder of a living entity.
Code: [the] leash holder[s] of %living entities%
Length: The length of a text, in number of characters.
Code: [the] length of %texts%
Level: The level of a player.
Code: [the] level of %players%
Level Progress: The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. increase the player's level progress by 0.5 will make the player gain a level if their progress was more than 50%.
Code: [the] level progress of %players%
Light Level: Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types.
Code: [(sky|sun|block)[ ]]light[ ]level [(of|%direction%) %location%]
Loaded Plugins: An expression to obtain a list of the names of the server's loaded plugins.
Code: [(all [[of] the]|the)] [loaded] plugins
Location: The location where an event happened (e.g. at an entity or block), or a location relative to another (e.g. 1 meter above another location).
Code: [the] [event-](location|position)
Location: The location where an event happened (e.g. at an entity or block), or a location relative to another (e.g. 1 meter above another location).
Code: [the] (location|position) %directions% [%location%]
Location: The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use head location to get the location of the head.
Code: (location|position) of %location%
Location At: Allows to create a location from three coordinates and a world.
Code: [the] (location|position) [at] [\(][x[ ][=[ ]]]%number%, [y[ ][=[ ]]]%number%, [and] [z[ ][=[ ]]]%number%[\)] [[(in|of) [[the] world]] %world%]
Loop Iteration: Returns the loop's current iteration count (for both normal and while loops).
Code: [the] loop(-| )(counter|iteration)[-%*number%]
Loop value: Returns the currently looped value.
Code: [the] loop-<.+>
Loot: The loot that will be generated in a 'loot generate' event.
Code: [the] loot
Lore: An item's lore.
Code: [the] lore of %item stack/item type%
MOTD: The message of the day in the server list. This can be changed in a server list ping event only. 'default MOTD' returns the default MOTD always and can't be changed.
Code: [the] [(default)|(shown|displayed)] (MOTD|message of [the] day)
Max Durability: The maximum durability of an item.
Code: [the] max[imum] durabilit(y|ies) of %item stacks/slots%
Max Health: The maximum health of an entity, e.g. 10 for a player.
Code: [the] max[imum] health of %living entities%
Max Item Use Time: Returns the max duration an item can be used for before the action completes. E.g. it takes 1.6 seconds to drink a potion, or 1.4 seconds to load an unenchanted crossbow. Some items, like bows and shields, do not have a limit to their use. They will return 1 hour.
Code: [the] max[imum] [item] us(e|age) (time|duration) of %item stacks%
Max Minecart Speed: The maximum speed of a minecart.
Code: [the] max[imum] minecart (speed|velocity) of %entities%
Max Players: The count of max players. This can be changed in a server list ping event only. 'real max players' returns the real count of max players of the server and can be modified on Paper 1.16 or later.
Code: [the] [(real|default)|(fake|shown|displayed)] max[imum] player[s] [count|amount|number|size]
Maximum Freeze Time: The maximum amount of time an entity can spend in powdered snow before taking damage.
Code: [the] max[imum] freeze time of %entities%
Maximum Stack Size: The maximum stack size of the specified material, e.g. 64 for torches, 16 for buckets, and 1 for swords.
Code: [the] max[imum] stack[[ ]size] of %item type%
Me: A 'me' expression that can be used in players' effect commands only.
Code: me
Mending Repair Amount: The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending.
Code: [the] [mending] repair amount
Message: The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, or the death message on a death event. This expression is mostly useful for being changed.
Code: [the] [chat( |-)]message
Metadata: Metadata is a way to store temporary data on entities, blocks and more that disappears after a server restart.
Code: metadata [(value|tag)[s]] %texts% of %metadata holders%
Middle of Location: Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location.
Code: [the] (middle|center) [point] of %location%
Minecart Derailed / Flying Velocity: The velocity of a minecart as soon as it has been derailed or as soon as it starts flying.
Code: [the] [minecart] (derailed|flying) velocity of %entities%
Money: How much virtual money a player has (can be changed).
Code: [the] (money|balance|[bank] account) of %offline players%
Moon Phase: The current moon phase of a world.
Code: [the] (lunar|moon) phase[s] of %worlds%
Moved blocks: Blocks which are moved in a piston event. Cannot be used outside of piston events.
Code: [the] moved blocks
Name / Display Name / Tab List Name: Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.     Players                      Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.             Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).                   Entities                      Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.             Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.                   Items                      Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.                   Inventories                      Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.                   Gamerules (1.13+)                      Name: The name of the gamerule. Cannot be changed.                   Worlds                      Name: The name of the world. Cannot be changed.
Code: [the] (name[s]|(display|nick|chat|custom)[ ]name[s]) of %offline players/entities/blocks/item types/inventories/slots/worlds/gamerules%
Name / Display Name / Tab List Name: Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.     Players                      Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.             Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).                   Entities                      Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.             Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.                   Items                      Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.                   Inventories                      Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.                   Gamerules (1.13+)                      Name: The name of the gamerule. Cannot be changed.                   Worlds                      Name: The name of the world. Cannot be changed.
Code: [the] ((player|tab)[ ]list name[s]) of %players%
Named Item/Inventory: Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use set name of <item/inventory> to <text>.
Code: %item type/inventory type% (named|with name[s]) %text%
Nearest Entity: Gets the entity nearest to a location or another entity.
Code: [the] nearest %*entity types% [[relative] to %entity/location%]
New Line: Returns a line break separator.
Code: n[ew]l[ine]
No Damage Ticks: The number of ticks that an entity is invulnerable to damage for.
Code: [the] (invulnerability|no damage) tick[s] of %living entities%