ItsTheSky/disky-v1 huggingface dataset:
Now: The current system time of the server. Use time to get the Minecraft time of a world.
Code: now
Number of Characters: The number of uppercase, lowercase, or digit characters in a string.
Code: number of upper[ ]case char(acters|s) in %text%
Numbers: All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:'
Code: [(all [[of] the]|the)] (numbers|integers|decimals) (between|from) %number% (and|to) %number%
Offline players: All players that have ever joined the server. This includes the players currently online.
Code: [(all [[of] the]|the)] offline[ ]players
Online Player Count: The amount of online players. This can be changed in a server list ping event only to show fake online player amount. real online player count always return the real count of online players and can't be changed.
Code: [the] [((real|default)|(fake|shown|displayed))] [online] player (count|amount|number)
Opened Inventory: Return the currently opened inventory of a player. If no inventory is open, it returns the own player's crafting inventory.
Code: [the] (current|open|top) inventory [of %players%]
Parse: Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the parse error will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a Skript pattern, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You have to save the expression's value in a list variable, e.g. set {parsed::*} to message parsed as "...". - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}.
Code: %text% parsed as (%*type%|"<.*>")
Parse Error: The error which caused the last parse operation to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all.
Code: [the] [last] [parse] error
Passenger: The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: vehicle
Code: [the] passenger[s] of %entities%
Percent of: Returns a percentage of one or more numbers.
Code: %number%(\%| percent) of %numbers%
Pi: Returns the mathematical constant pi. (approx. 3.1415926535)
Code: (pi|π)
Pickup Delay: The amount of time before a dropped item can be picked up by an entity.
Code: [the] pick[ ]up delay of %entities%
Ping: Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot).
Code: [the] ping of %players%
Plain Item: A plain item is an item with no modifications. It can be used to convert items to their default state or to match with other default items.
Code: [a[n]] (plain|unmodified) %item type%
Player List Header and Footer: The message above and below the player list in the tab menu.
Code: [the] (player|tab)[ ]list (header|footer) [(text|message)] of %players%
Player Protocol Version: Player's protocol version. For more information and list of protocol versions visit wiki.vg.
Code: [the] protocol version of %players%
Player Skull: Gets a skull item representing a player. Skulls for other entities are provided by the aliases.
Code: [the] (head|skull) of %offline players%
Player Weather: The weather for a player.
Code: [the] [(client|custom)] weather of %players%
Portal: The blocks associated with a portal in the portal creation event.
Code: [the] portal['s] blocks
Portal Cooldown: The amount of time before an entity can use a portal. By default, it is 15 seconds after exiting a nether portal or end gateway. Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown. Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players.
Code: [the] portal cooldown of %entities%
Potion Effect: Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan.
Code: [new] potion effect of %potion% [potion] [[[of] tier] %number%] [without particles] [for %time span%]
Potion Effect Tier: An expression to obtain the amplifier of a potion effect applied to an entity.
Code: [the] [potion] (tier|amplifier|level) of %potions% (of|for|on) %living entities%
Potion Effects: Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1.
Code: [the] [(all [[of] the]|the)] [active] potion effects of %living entities/item types%
Prefix/Suffix: The prefix or suffix as defined in the server's chat plugin.
Code: [the] [chat] (prefix|suffix) of %players%
Projectile Critical State: A projectile's critical state. The only currently accepted projectiles are arrows and tridents.
Code: [the] (projectile|arrow) critical (state|ability|mode) of %projectiles%
Protocol Version: The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions visit wiki.vg. If this protocol version doesn't match with the protocol version of the client, the client will see the version string. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the version string as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.This can be set in a server list ping event only (increase and decrease effects cannot be used because that wouldn't make sense).
Code: [the] [server] [(sent|required|fake)] protocol version [number]
Quit Reason: The quit reason as to why a player disconnected in a quit event.
Code: [the] (quit|disconnect) (cause|reason)
Random: Gets a random item out of a set, e.g. a random player out of all players online.
Code: [a] random %*type% [out] of %objects%
Random Character: One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used.
Code: [a|%integer%] random [alphanumeric] character[s] (from|between) %text% (to|and) %text%
Random Number: A random number or integer between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. random number between 2 and 1 will work as well as random number between 1 and 2.
Code: [a] random (integer|number) (from|between) %number% (to|and) %number%
Random UUID: Returns a random UUID.
Code: [a] random uuid
Raw Name: The raw Minecraft material name of the given item. Note that this is not guaranteed to give same results on all servers.
Code: (raw|minecraft|vanilla) name[s] of %item types%
Raw String: Returns the string without formatting (colors etc.) and without stripping them from it, e.g. raw "&aHello There!" would output &aHello There!
Code: raw %texts%
Readied Arrow/Bow: The bow or arrow in a Ready Arrow event.
Code: [the] (readied|selected|drawn) (arrow|bow)
Redstone Block Power: Power of a redstone block
Code: [the] redstone power of %blocks%
Region: The region involved in an event. This expression requires a supported regions plugin to be installed.
Code: [the] [event-]region
Region Members & Owners: A list of members or owners of a region. This expression requires a supported regions plugin to be installed.
Code: [(all|the)] (members|owner[s]) of [[the] region[s]] %regions%
Regions At: All regions at a particular location. This expression requires a supported regions plugin to be installed.
Code: [the] region[(s)] %direction% %locations%
Remaining Air: How much time a player has left underwater before starting to drown.
Code: [the] remaining air of %living entities%
Repeat String: Repeats inputted strings a given amount of times.
Code: %texts% repeated %integer% time[s]
Respawn Anchor Charges: The charges of a respawn anchor.
Code: [the] [max[imum]] charge[s] of %blocks%
Respawn location: The location that a player should respawn at. This is used within the respawn event.
Code: [the] respawn location
Reversed List: Reverses given list.
Code: reversed %objects%
Rounding: Rounds numbers normally, up (ceiling) or down (floor) respectively.
Code: [(a|the)] round[ed] down %number%
Saturation: The saturation of a player. If used in a player event, it can be omitted and will default to event-player.
Code: [the] saturation of %players%
Scoreboard Tags: Scoreboard tags are simple list of texts stored directly in the data of an entity. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit visit Minecraft Wiki for more info. This is changeable and valid for any type of entity. Also you can use use the Has Scoreboard Tag condition to check whether an entity has the given tags.Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot).
Code: [(all [[of] the]|the)] scoreboard tags of %entities%
Script Name: Holds the current script's name (the file name without '.sk').
Code: [the] script[['s] name]
Sea Level: Gets the sea level of a world.
Code: [the] sea level of %worlds%
Sea Pickles: An expression to obtain or modify data relating to the pickles of a sea pickle block.
Code: [the] [(min|max)[imum]] [sea] pickle(s| (count|amount)) of %blocks%
Sent Command List: The commands that will be sent to the player in a send commands to player event. Modifications will affect what commands show up for the player to tab complete. They will not affect what commands the player can actually run. Adding new commands to the list is illegal behavior and will be ignored.
Code: [the] [sent] [server] command[s] list
Server Icon: Icon of the server in the server list. Can be set to an icon that loaded using the load server icon effect, or can be reset to the default icon in a server list ping. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed.
Code: [the] [((default)|(shown|sent))] [server] icon
Sets: Returns a list of all the values of a type. Useful for looping.
Code: [all [[of] the]|the|every] %*type%
Shooter: The shooter of a projectile.
Code: [the] shooter [of %projectile%]
Shuffled List: Shuffles given list randomly. This is done by replacing indices by random numbers in resulting list.
Code: shuffled %objects%
Sign Text: A line of text on a sign. Can be changed, but remember that there is a 16 character limit per line (including color codes that use 2 characters each).
Code: [the] line %number% [of %block%]
Slot Index: Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.Raw index of slot is unique for the view, see Minecraft Wiki
Code: [the] [(raw|unique)] index of %slots%
Sorted List: Sorts given list in natural order. All objects in list must be comparable; if they're not, this expression will return nothing.
Code: sorted %objects%
Source Block: The source block in a spread event.
Code: [the] source block
Spawn: The spawn point of a world.
Code: [the] spawn[s] [(point|location)[s]] [of %worlds%]
Spawn Reason: The spawn reason in a spawn event.
Code: [the] spawn[ing] reason
Spawner Type: Retrieves, sets, or resets the spawner's entity type
Code: [the] (spawner|entity|creature) type[s] of %blocks%
Special Number: Special number values, namely NaN, Infinity and -Infinity
Code: (NaN|[(-|minus)](infinity|∞)) value
Spectator Target: Grabs the spectator target entity of the players.
Code: spectator target [of %players%]
Speed: A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do.
Code: [the] (walk[ing]|fl(y[ing]|ight))[( |-)]speed of %players%
Substring: Extracts part of a text. You can either get the first <x> characters, the last <x> characters, the character at index <x>, or the characters between indices <x> and <y>. The indices <x> and <y> should be between 1 and the length of the text (other values will be fit into this range).
Code: [the] (part|sub[ ](text|string)) of %texts% (between|from) [ind(ex|ices)|character[s]] %number% (and|to) [(index|character)] %number%
TPS (ticks per second): Returns the 3 most recent TPS readings, like the /tps command. This expression is only supported on some server software (PaperSpigot).
Code: tps from [the] last ([1] minute|1[ ]m[inute])
Tamer: The tamer of an entity. Can only be used in entity tame events. You can use 'event-entity' to refer tamed entity itself.
Code: [the] tamer
Target: For players this is the entity at the crosshair. For mobs and experience orbs this is the entity they are attacking/following (if any). Display entities have a hit box of 0, so you should use 'target display' to collect Display entities May grab entities in unloaded chunks.
Code: [the] target[[ed] %*entity type%] [of %living entities%] [ignoring blocks] [[with|at] ray[ ]size %number%]
Targeted Block: The block at the crosshair. This regards all blocks that are not air as fully solid, e.g. torches will be like a solid stone block for this expression.
Code: [the] target[ed] block[s] [of %players%]
Teleport Cause: The teleport cause within a player teleport event.
Code: [the] teleport (cause|reason|type)
Temperature: Temperature at given block.
Code: [the] temperature[s] of %blocks%
Ternary: A shorthand expression for returning something based on a condition.
Code: %objects% if <.+>[,] (otherwise|else) %objects%
The Egg: The egg thrown in a Player Egg Throw event.
Code: [the] [thrown] egg
Time: The time of a world.
Code: [the] time[s] [([with]in|of) %worlds%]
Time Played: The amount of time a player has played for on the server. This info is stored in the player's statistics in the main world's data folder. Changing this will also change the player's stats which can be views in the client's statistics menu. Using this expression on offline players on Minecraft 1.14 and below will return nothing <none>.
Code: [the] time played of %offline players%
Time Since: The time that has passed since a date. If the given date is in the future, a value will not be returned.
Code: [the] time since %dates%
Tool: The item an entity is holding in their main or off hand.
Code: [the] ((tool|held item|weapon)|(off[ ]hand (tool|item))) [of %living entities%]
Total Experience: The total experience, in points, of players or experience orbs. Adding to a player's experience will trigger Mending, but setting their experience will not.
Code: [the] [total] experience of %entities%
Transform Reason: The transform reason within an entity entity transform event.
Code: [the] transform[ing] (cause|reason|type)
Type of: Type of a block, item, entity, inventory or potion effect. Types of items, blocks and block datas are item types similar to them but have amounts of one, no display names and, on Minecraft 1.13 and newer versions, are undamaged. Types of entities and inventories are entity types and inventory types known to Skript. Types of potion effects are potion effect types.
Code: [the] type of %entity types/item types/inventories/potion effects/block datas%
UUID: The UUID of a player, entity or world. In the future there will be an option to use a player's UUID instead of the name in variable names (i.e. when %player% is used), but for now this can be used. Please note that this expression does not work for offline players if you are under 1.8!
Code: [the] UUID of %offline players/worlds/entities%
Unbreakable Items: Creates unbreakable copies of given items.
Code: unbreakable %item types%
Unix Date: Converts given Unix timestamp to a date. The Unix timespan represents the number of seconds elapsed since 1 January 1970.
Code: [the] unix date of %numbers%
Unix Timestamp: Converts given date to Unix timestamp. This is roughly how many seconds have elapsed since 1 January 1970.
Code: [the] unix timestamp of %dates%
Value Within: Gets the value within objects. Usually used with variables to get the value they store rather than the variable itself, or with lists to get the values of a type.
Code: [the] (%*type%|value[s]) (within|in) %~objects%
Vectors - Angle Between: Gets the angle between two vectors.
Code: [the] angle between [[the] vectors] %vector% and %vector%
Vectors - Arithmetic: Arithmetic expressions for vectors.
Code: %vector%[ ]++[ ]%vector%
Vectors - Create Location from Vector: Creates a location from a vector in a world.
Code: %vector% to location in %world%
Vectors - Create from Direction: Creates vectors from given directions. Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1).
Code: vector[s] [from] %directions%
Vectors - Create from XYZ: Creates a vector from x, y and z values.
Code: [a] [new] vector [(from|at|to)] %number%,[ ]%number%(,[ ]| and )%number%
Vectors - Cross Product: Gets the cross product between two vectors.
Code: %vector% cross %vector%
Vectors - Cylindrical Shape: Forms a 'cylindrical shaped' vector using yaw to manipulate the current point.
Code: [a] [new] cylindrical vector [(from|with)] [radius] %number%, [yaw] %number%(,| and) [height] %number%
Vectors - Dot Product: Gets the dot product between two vectors.
Code: %vector% dot %vector%
Vectors - Length: Gets or sets the length of a vector.
Code: [the] (vector|standard|normal) length[s] of %vectors%
Vectors - Location Vector Offset: Returns the location offset by vectors.
Code: %location% offset by [[the] vectors] %vectors%
Vectors - Normalized: Returns the same vector but with length 1.
Code: normalize[d] %vector%
Vectors - Random Vector: Creates a random unit vector.
Code: [a] random vector
Vectors - Spherical Shape: Forms a 'spherical shaped' vector using yaw and pitch to manipulate the current point.
Code: [new] spherical vector [(from|with)] [radius] %number%, [yaw] %number%(,| and) [pitch] %number%
Vectors - Squared Length: Gets the squared length of a vector.
Code: [the] squared length[s] of %vectors%
Vectors - Vector Between Locations: Creates a vector between two locations.
Code: [the] vector (from|between) %location% (to|and) %location%
Vectors - Vector Projection: An expression to get the vector projection of two vectors.
Code: [vector] projection [of] %vector% on[to] %vector%
Vectors - Vector from Location: Creates a vector from a location.
Code: [the] vector (of|from|to) %location%
Vectors - Vector from Pitch and Yaw: Creates a vector from a yaw and pitch value.
Code: [a] [new] vector (from|with) yaw %number% and pitch %number%
Vectors - Velocity: Gets or changes velocity of an entity.
Code: [the] velocit(y|ies) of %entities%
Vectors - XYZ Component: Gets or changes the x, y or z component of a vector.
Code: [the] [vector] (x|y|z) [component[s]] of %vectors%
Vehicle: The vehicle an entity is in, if any. This can actually be any entity, e.g. spider jockeys are skeletons that ride on a spider, so the spider is the 'vehicle' of the skeleton. See also: passenger
Code: [the] vehicle[s] of %entities%
Version: The version of Bukkit, Minecraft or Skript respectively.
Code: ([craft]bukkit|minecraft|skript)( |-)version
Version String: The text to show if the protocol version of the server doesn't match with protocol version of the client. You can check the protocol version expression for more information about this. This can only be set in a server list ping event.
Code: [the] [shown|custom] version [string|text]
View Distance: The view distance of a player as set by the server. Can be changed. NOTE: This is the view distance sent by the server to the player. This has nothing to do with client side view distance settings NOTE: This may not work on some versions (such as MC 1.14.x). The return value in this case will be the view distance set in system.properties.
Code: [the] view distance[s] of %players%
View Distance of Client: The view distance of the client. Can not be changed. This differs from the server side view distance of player as this will retrieve the view distance the player has set on their client.
Code: [the] client view distance[s] of %players%
Weather: The weather in the given or the current world.
Code: [the] weather [(in|of) %worlds%]
Whitelist: A server's whitelist.This expression can be used to add/remove players to/from the whitelist, to enable it and disable it (set whitelist to true / set whitelist to false), and to empty it (reset whitelist)
Code: [the] white[ ]list
World: The world the event occurred in.
Code: [the] world [of %locations/entities/chunk%]
World Environment: The environment of a world
Code: [the] [world] environment of %worlds%
World Seed: The seed of given world. Note that it will be returned as Minecraft internally treats seeds, not as you specified it in world configuration.
Code: [the] seed[s] (from|of) %worlds%
World from Name: Returns the world from a string.
Code: [the] world [(named|with name)] %text%
Worlds: All worlds of the server, useful for looping.
Code: [(all [[of] the]|the)] worlds
X Times: Integers between 1 and X, used in loops to loop X times.
Code: %number% time[s]
X of Item: An expression to be able to use a certain amount of items where the amount can be any expression. Please note that this expression is not stable and might be replaced in the future.
Code: %number% of %item stacks/item types/entity type%
Yaw / Pitch: The yaw or pitch of a location or vector.
Code: [the] (yaw|pitch) of %locations/vectors%
abs: Returns the absolute value of the argument, i.e. makes the argument positive.
Code: abs(n: number)
acos: The inverse of the cosine, also called arccos. Returns result in degrees, not radians. Only returns values from 0 to 180.
Code: acos(n: number)
asin: The inverse of the sine, also called arcsin. Returns result in degrees, not radians. Only returns values from -90 to 90.
Code: asin(n: number)
atan: The inverse of the tangent, also called arctan. Returns result in degrees, not radians. Only returns values from -90 to 90.
Code: atan(n: number)
atan2: Similar to atan, but requires two coordinates and returns values from -180 to 180. The returned angle is measured counterclockwise in a standard mathematical coordinate system (x to the right, y to the top).
Code: atan2(x: number, y: number)
calcExperience: Calculates the total amount of experience needed to achieve given level from scratch in Minecraft.
Code: calcExperience(level: long)