ItsTheSky/disky-v1 huggingface dataset:
Bot Setup: Define and configure a new Discord bot instance
Code: define new bot named "MyBot": token: "your-token" intents: default intents policy: all auto reconnect: true
Message Sending: Send messages through Discord channels
Code: reply with "Hello Discord!", post "Hello World!" to text channel with id "123456789"
Embed Creation: Create rich embed messages
Code: make embed: set title of embed to "Title" set description of embed to "Description" set color of embed to red
Slash Commands: Register and handle Discord slash commands
Code: slash command ping: description: Check bot's latency trigger: reply with "Pong!"
Button Components: Create interactive buttons
Code: new success button with id "click-me" named "Click Me!", new danger button with id "delete" named "Delete"
Dropdown Components: Create dropdown/select menus
Code: new dropdown with id "select", add new option with value "1" named "Option 1" to options of {_dp}
Message Events: Handle message receive events
Code: on message receive: if message is from guild: reply with "New message!"
Member Events: Handle member join events
Code: on member join: broadcast "%event-member% has joined!"
Button Events: Handle button click events
Code: on button click: if event-string is "click-me": reply with "Button clicked!"
Webhook Management: Create and manage webhooks
Code: register webhooks using event-bot named "hook" with url "webhook-url", make client "hook" post "Hello" with username "Bot"
Modal Creation: Create and show modals
Code: set {_modal} to new modal with id "form" named "Form", show {_modal} to event-user
Poll Management: Handle Discord polls
Code: set {_poll} to new poll "Question?", add answer "Yes" with reaction "✅" to answers of {_poll}
Presence Management: Configure bot presence
Code: set presence of bot "MyBot" to playing "with DiSky", set online status of bot "MyBot" to online
Reaction Events: Handle reactions to messages
Code: on reaction add: broadcast "%event-user% reacted with %event-emote%"
Thread Management: Create and manage threads
Code: create new thread named "Discussion" in event-channel and store it in {_thread}
Emote Management: Manage server emotes
Code: create new emote named "custom" with url "image-url" in event-guild and store it in {_emote}
Voice Events: Handle voice channel events
Code: on voice channel join: broadcast "%event-member% joined voice channel"
Role Management: Create and manage roles
Code: set {_action} to new role action in event-guild, set role name of {_action} to "Member", create {_action} and store it in {_role}
Member Timeout: Handle member timeouts
Code: timeout event-member for 5 minutes due to "Breaking rules", remove timeout from event-member
Permission Management: Manage channel permissions
Code: add manage messages to permissions of event-member in event-channel
Rich Message Creation: Create rich messages
Code: create a new message and store it in {_msg}: set content of message to "Hello", add last embed to embeds of message
Ban Management: Handle member bans
Code: ban event-member due to "Breaking rules" for 7 days, unban event-user from event-guild
Invite Management: Manage server invites
Code: create new invite in event-channel with max uses 10 with max age 24 and store it in {_invite}
Message Edit Events: Handle message edits
Code: on message edit: broadcast "Message edited from %event-string% to %event-message%"
Forum Management: Create forum posts
Code: create a new post in forum channel with id "123" named "Discussion" with message "Hello" with tags "help"
Kick Management: Handle member kicks
Code: kick discord event-member due to "Breaking rules"
Channel Management: Manage channel slowmode
Code: set slowmode of event-channel to 10
Announcement Management: Create server announcements
Code: post {_msg} to news channel with id "123", publish event-message
Nickname Events: Handle member nickname changes
Code: on member nickname change: broadcast "%event-member% changed their nickname"
Voice Settings: Manage voice channel settings
Code: set bitrate of event-channel to 64000, set max users of event-channel to 10
Boost Events: Handle server boost events
Code: on member boost time change: broadcast "%event-member% boosted the server!"
Command Management: Create application commands
Code: set {_cmd} to new slash command named "help" with description "Shows help menu"
Channel Events: Handle channel creates
Code: on channel create: broadcast "New channel created: %event-channel%"
Welcome Screen: Manage welcome screen
Code: modify welcome screen of event-guild: add channel event-channel named "Rules" with reaction "📜" to the screen
AutoMod Events: Handle automod events
Code: create a new automod rule and store it in {_rule}: set type of rule to message with keyword filter "spam"
Component Creation: Create message components
Code: make new component row and store it in {_row}: add new success button with id "accept" named "Accept" to components of row
Guild Events: Handle guild events
Code: on guild join: broadcast "Bot joined %event-guild%"
Pin Management: Manage message pins
Code: pin event-message, unpin event-message
Mute Management: Handle member mutes
Code: voice mute event-member, voice unmute event-member
Role Menu Creation: Create role menus
Code: set {_dp} to new entity dropdown with id "roles" targeting "roles", add {_dp} to rows of message
Event Management: Handle scheduled events
Code: create scheduled event named "Meeting" in voice channel with id "123" at (1 hour from now) and store it in {_event}
Reaction Management: Manage message reactions
Code: react to event-message with reaction "👍", suppress reaction "👍" from event-message
Role Events: Handle member roles
Code: on role add: broadcast "%event-member% received new role"
Category Management: Create channel categories
Code: set {_action} to new category action in event-guild, set channel name of {_action} to "Info"
Leave Events: Handle member leaves
Code: on member leave: broadcast "%event-member% has left the server"
Topic Management: Manage channel topics
Code: set channel topic of event-channel to "General Discussion"
Entity Events: Handle entity interactions
Code: on entity interact: if event-entity is a player: cancel event
Embed Building: Create message embeds
Code: make embed: add field named "Status" with value "Online" to fields of embed
Webhook Events: Handle webhook updates
Code: retrieve webhooks of event-channel and store them in {_hooks::*}
Server Management: Manage server settings
Code: set verification level of event-guild to high
Voice State Events: Handle voice state updates
Code: on voice channel leave: broadcast "%event-member% left voice channel"
Role Hierarchy: Manage role hierarchy
Code: move role {_role} above role with id "123", move role {_role} under role with id "456"
Bot Mention Events: Handle bot mentions
Code: on message receive: if message mentions event-bot: reply with "Hello!"
Sticker Management: Create server stickers
Code: retrieve sticker with id "123" from event-guild and store it in {_sticker}
Attachment Events: Handle message attachments
Code: if {_attachment} is audio: reply with "Duration: %duration of {_attachment}%"
Component Update: Manage message components
Code: edit button to show new disabled success button with id "test" named "Clicked!" with reaction "✅"
Forum Tags: Handle forum tags
Code: add new forum tag named "solved" with reaction "✅" to tags of forum with id "123"
Poll Creation: Create message polls
Code: set {_poll} to new poll "Best color?" with multiple choices, set poll duration of {_poll} to 24 hours
Timeout Events: Handle member timeouts
Code: on member timeout: broadcast "%event-user% was timed out until %future date%"
Permission Update: Manage channel permissions
Code: remove send messages from permissions of event-role in event-channel
Error Handling: Handle bot errors
Code: try: post "Hello" to {_channel} catch {_error}: reply with "Error: %{_error}%"
Button Layout: Create message buttons
Code: add new danger button with id "delete" named "Delete Message" with reaction "🗑️" to rows of message
User Commands: Handle user commands
Code: on user command: if event-string is "info": reply with "User info command"
Voice Region: Manage voice regions
Code: set region of event-channel to "us-west"
Bulk Delete: Handle message bulk deletes
Code: purge {_messages::*}, reply with "Deleted messages"
Dropdown Layout: Create message dropdowns
Code: set min range of {_dp} to 1, set max range of {_dp} to 3, set placeholder of {_dp} to "Select options..."
Booster Events: Handle server boosters
Code: boosters of event-guild, broadcast "Server has %size of boosters of event-guild% boosters!"
Permission Overwrites: Manage channel overwrites
Code: add administrator to permissions of event-role
Embed Events: Handle message embeds
Code: embeds of event-message, reply with "Message has %size of embeds of event-message% embeds"
Welcome System: Create welcome messages
Code: on member join: post embedded welcome message to channel with id "welcome"
Voice Deafen: Handle voice deafens
Code: if event-member is deafened: broadcast "%event-member% is deafened"
Message Flags: Manage message flags
Code: if event-message is ephemeral: reply with "This is a hidden message"
Cooldown System: Handle command cooldowns
Code: cooldown: 5 minutes, on cooldown: reply with "Wait %remaining time%"
Modal Input: Create modal inputs
Code: set {_input} to new short text input with id "reason" named "Reason", set placeholder of {_input} to "Enter reason..."
Channel Update: Handle channel updates
Code: on channel topic change: broadcast "Channel topic updated"
Webhook Messages: Manage webhook messages
Code: make client "webhook" post {_msg} with username "System" with avatar url "image-url" and store it in {_sent}
Ban Events: Handle member bans
Code: on member ban: broadcast "%event-user% was banned by %event-member%"
Schedule System: Create scheduled announcements
Code: create scheduled event named "Maintenance" at "Server Restart" starting at {_time} in event-guild
AutoMod Triggers: Handle automod triggers
Code: add block message with "No spam!" to responses of rule
Thread System: Manage message threads
Code: archive event-threadchannel, unarchive thread channel with id "123"
Voice Movement: Handle voice movements
Code: make %event-member% join voice channel with id "123"
Invite System: Create server invites
Code: create new invite in event-channel with max uses 5 with max age 12 and store it in {_invite}
Role System: Handle member roles
Code: add role with id "123" to roles of event-member
Slowmode System: Manage channel slowmode
Code: set slowmode of event-channel to 30
Reaction System: Handle message reactions
Code: on reaction add: if event-emote is "👍": reply with "Liked!"
Component System: Create message components
Code: make new component row and store it in {_row}: add {_button} to components of the row builder
Log System: Handle server logs
Code: retrieve audit logs from event-guild and store them in {_logs::*}
Pin System: Manage message pins
Code: pin event-message, retrieve pin message in event-channel and store it in {_msg}
Voice State: Handle voice states
Code: if event-member is self muted: broadcast "%event-member% muted themselves"
Forum System: Create forum posts
Code: create a new post in {_forum} named "Announcement" with message "Hello" with tags "news"
Webhook Update: Handle webhook updates
Code: retrieve webhooks of event-channel and store them in {_hooks::*}
Role Color: Manage role colors
Code: set role color of {_role} to rgb(255, 0, 0)
Kick Events: Handle member kicks
Code: on member kick: broadcast "%event-user% was kicked by %event-member%"
Button Row: Create button rows
Code: add new success button with id "accept" named "Accept" to rows of message
Edit Events: Handle message edits
Code: on message edit: broadcast "Message edited in %event-channel%"
Channel Types: Manage channel types
Code: if event-channel is of the text type: reply with "This is a text channel"
Modal Events: Handle modal submissions
Code: on modal receive: set {_input} to value of text input with id "reason"
Bot Status: Handle custom bot presence
Code: set presence of bot "MyBot" to competing "in tournaments", set presence of bot "MyBot" to streaming "live coding" with url "https://twitch.tv/example"
Advanced Embed: Create advanced embeds
Code: make embed: set author of embed to "System" with icon "https://example.com/icon.png", set thumbnail of embed to "https://example.com/thumb.png", add inline field named "Status" with value "Online" to fields of embed
Role Select Menu: Create selectable roles
Code: set {_dp} to new entity dropdown with id "roles" targeting "roles", set placeholder of {_dp} to "Select your roles", set min range of {_dp} to 1, set max range of {_dp} to 3
Poll Voting: Handle message polls
Code: on poll vote add: broadcast "%event-user% voted on poll in %event-channel%", on poll vote remove: broadcast "%event-user% removed their vote"
Forum Features: Manage forum channels
Code: tag named "solved" from forum channel with id "123", set default emoji of event-forumchannel to reaction "📝"
Modal System: Create advanced modals
Code: set {_modal} to new modal with id "report" named "Report User", set {_input} to new text input with id "details" named "Details", set required state of {_input} to true
Button Chain: Handle button interactions
Code: on button click: if event-string is "next": edit button to show new success button with id "prev" named "Previous", reply with hidden "Page changed!"
Webhook Chain: Create webhook systems
Code: register webhooks using event-bot named "logger" with url "webhook-url", make client "logger" post {_embed} with username "System Log" with avatar url "icon-url"
Voice Chain: Handle voice events
Code: on voice channel join: if voice channel of event-member is {_channel}: make event-member join voice channel with id "lobby"
Permission Chain: Create permission systems
Code: set {_action} to new role action in event-guild, set role name of {_action} to "Moderator", add manage messages to permissions of {_action}
Component Chain: Handle message components
Code: create a new message and store it in {_msg}: set content of message to "Menu", add {_buttons::*} to rows of message, add {_dropdown} to rows of message
AutoMod Chain: Create automod rules
Code: create a new automod rule and store it in {_rule}: set type of rule to message with mention filter 5, add timeout member for 10 minutes to responses of rule
Event Chain: Handle scheduled events
Code: create scheduled event named "Tournament" in stage channel with id "123" at {_time} and store it in {_event}, set event status to active
Thread Chain: Create thread systems
Code: create new thread named "Support" in event-channel using event-message and store it in {_thread}, set slowmode of {_thread} to 5
Verify Chain: Handle member verification
Code: on button click: if event-string is "verify": add role with id "verified" to roles of event-member, reply with hidden "✅ Verified!"
Channel Chain: Create channel management
Code: set {_action} to new category action in event-guild, set channel name of {_action} to "Support", create {_action} and store it in {_category}, set parent of event-channel to {_category}
Log Chain: Handle logging systems
Code: on guild log create: if logged action of event-logentry is "MEMBER_BAN": post embedded ban log to channel with id "logs"
Welcome Chain: Create welcome system
Code: on member join: create a new message and store it in {_msg}: set content of message to "Welcome %mention tag of event-member%!", add {_embed} to embeds of message
Reaction Chain: Handle reaction roles
Code: on reaction add: if event-message is {_menu}: add role with id {_roles::%event-emote%} to roles of event-member
Command Chain: Create application commands
Code: set {_cmd} to new slash command named "profile" with description "View user profile", add new user option named "target" with description "User to view" to options of {_cmd}
Attribute Type: Represents the type of an attribute. Note that this type does not contain any numerical values.See attribute types for more info.
Code: luck, generic movement speed, horse jump strength, generic luck, generic max absorption, follow range, movement speed, max absorption, generic follow range, zombie spawn reinforcements, generic attack knockback, knockback resistance, attack knockback, generic armor toughness, generic attack speed, max health, flying speed, attack damage, generic attack damage, generic armor, generic flying speed, generic knockback resistance, armor, attack speed, armor toughness, generic max health
Biome: All possible biomes Minecraft uses to generate a world.
Code: roofed forest, old growth pine taiga, mesa forest, the void, snowy taiga, hell, jagged peaks, spiked ice plains, crimson forest, stone shore, birch forest, cold taiga, cold beach, savanna, giant tree taiga, marsh, windswept forest, wooded badlands, sky, nether, void, cold ocean, giant spruce taiga, lush caves, deep lukewarm ocean, deep frozen ocean, small end islands, ice spikes, old growth birch forest, badlands, badlands forest, ocean, lukewarm ocean, ice plains spikes, gravelly mountains, frozen peaks, stony peaks, jungle, basalt deltas, snowy beach, frozen ocean, mountains, forest, wooded mesa, eroded mesa, the end, dripstone caves, swampland, end barrens, ice plains with spikes, windswept hills, sea, unknown, black forest, soul sand valley, deep dark, mesa, plains, eroded badlands, mushroom fields, windswept gravelly hills, mushroom island, wooded mountains, shattered savanna, sunflower plains, snowy plains, meadow, snowy slopes, flower forest, windswept savanna, nether wastes, stony shore, taiga, frozen river, warm ocean, custom, old growth spruce taiga, deep cold ocean, swamp, mangrove swamp, deep ocean, end highlands, end midlands, cherry grove, sparse jungle, dark forest, jungle edge, grove, snowy tundra, beach, bamboo jungle, savanna plateau, river, tall birch forest, warped forest, desert
Block: A block in a world. It has a location and a type, and can also have a direction (mostly a facing), an inventory, or other special properties.
Code: Missing patterns.
Block Data: Block data is the detailed information about a block, referred to in Minecraft as BlockStates, allowing for the manipulation of different aspects of the block, including shape, waterlogging, direction the block is facing, and so much more. Information regarding each block's optional data can be found on Minecraft's Wiki. Find the block you're looking for and scroll down to 'Block States'. Different states must be separated by a semicolon (see examples). The 'minecraft:' namespace is optional, as well as are underscores.
Code: Missing patterns.
Boolean: A boolean is a value that is either true or false. Other accepted names are 'on' and 'yes' for true, and 'off' and 'no' for false.
Code: true/yes/on or false/no/off
Cat Type: Represents the race/type of a cat entity.
Code: red, all black, british shorthair, ragdoll, white, jellie, siamese, black, tabby, calico, persian
Chunk: A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world.
Code: Missing patterns.
Click Type: Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.
Code: lmb, number key, mmb, rmb, drop item, drop key, window border using left mouse button, unknown, window border using right mouse, shift+rmb, unsupported, shift+lmb, ctrl+q, swap shield, left mouse button, left mouse with shift, left mouse, 0-9, double click, double click using mouse, border using rmb, right mouse button, right mouse button with shift, border using lmb, middle mouse, drop key with control, window border using right mouse button, swap offhand, custom, q, right mouse with shift, middle mouse button, drop stack, left mouse button with shift, right mouse, creative action
Color: Wool, dye and chat colors.
Code: black, dark grey/dark gray, grey/light grey/gray/light gray/silver, white, blue/dark blue, cyan/aqua/dark cyan/dark aqua, light blue/light cyan/light aqua, green/dark green, light green/lime/lime green, yellow/light yellow, orange/gold/dark yellow, red/dark red, pink/light red, purple/dark purple, magenta/light purple, brown/indigo
Command Sender: A player or the console.
Code: use the console for the console
Damage Cause: The cause/type of a damage event, e.g. lava, fall, fire, drowning, explosion, poison, etc. Please note that support for this type is very rudimentary, e.g. lava, fire and burning, as well as projectile and attack are considered different types.
Code: sweep attack, thorns, the void, magma, a lightning, drowning, dragonfire, an attack, drown, an entity attack, melt, freeze, falling block, contact, fire, an entity explosion, lightning, a fall, entity explosion, void, a lightning strike, suffocation, suicide, wither effect, a plugin, lightning strike, entity attack, a potion, a wither, sweeping, melting, a falling block, unknown, starvation, lava, fall, hot floor, attack, a block explosion, dryout, burn, hitting wall while flying, potion, world border, flying into a wall, cramming, poison, sonic boom, suffocate, custom, kill, killed, a fire, burning, a projectile, plugin, wither potion effect, block explosion, projectile, wither, dragon's breath
Date: A date is a certain point in the real world's time which can be obtained with now expression, unix date expression and date function. See time and timespan for the other time types of Skript.
Code: Missing patterns.
Difficulty: The difficulty of a world.
Code: normal, medium, hard, easy, peaceful
Direction: A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. Locations and some blocks also have a direction, but without a length. Please note that directions have changed extensively in the betas and might not work perfectly. They can also not be used as command arguments.
Code: see direction (expression)
Enchantment: An enchantment, e.g. 'sharpness' or 'fortune'. Unlike enchantment type this type has no level, but you usually don't need to use this type anyway.
Code: Efficiency, Looting, Silk Touch, Quick Charge, Soul Speed, Flame, Fortune, Multishot, Aqua Affinity, Channeling, Loyalty, Curse of Binding, Punch, Projectile Protection, Power, Sharpness, Frost Walker, Fire Protection, Impaling, Luck of The Sea, Riptide, Protection, Mending, Respiration, Piercing, Swift Sneak, Feather Falling, Unbreaking, Smite, Lure, Fire Aspect, Knockback, Depth Strider, Sweeping Edge, Infinity, Curse of Vanishing, Bane of Arthropods, Blast Protection, Thorns
Enchantment Offer: The enchantmentoffer in an enchant prepare event.
Code: Missing patterns.
Enchantment Type: An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'.
Code: <enchantment> [<level>]
Entity: An entity is something in a world that's not a block, e.g. a player, a skeleton, or a zombie, but also projectiles like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings.
Code: player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.
Entity Type: The type of an entity, e.g. player, wolf, powered creeper, etc.
Code: Detailed usage will be added eventually
Entity Type with Amount: An entity type with an amount, e.g. '2 zombies'. I might remove this type in the future and make a more general 'type' type, i.e. a type that has a number and a type.
Code: <number> <entity type>
Experience: Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's level and level progress freely.
Code: [<number>] ([e]xp|experience [point[s]])
Firework Effect: A configuration of effects that defines the firework when exploded which can be used in the launch firework effect. See the firework effect expression for detailed patterns.
Code: See Firework Types
Firework Type: The type of a fireworkeffect.
Code: small, ball, star shaped, large, star, creeper face, small ball, large ball, burst, ball large, creeper
Game Mode: The game modes survival, creative, adventure and spectator.
Code: adventure, survival, spectator, creative