ItsTheSky/disky-v1 huggingface dataset:
On Send Command List: Called when the server sends a list of commands to the player. This usually happens on join. The sent commands can be modified via the sent commands expression. 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: [on] send[ing] [of [the]] [server] command[s] list
On Server List Ping: Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list. The IP expression can be used to get the IP adress of the pinger. This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join).Also you can use MOTD, Max Players, Online Players Count, Protocol Version, Version String, Hover List and Server Icon expressions, and Player Info Visibility and Hide Player from Server List effects to modify the server list.
Code: [on] server [list] ping
On Server Start/Stop: Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well).
Code: [on] (server|skript) (start|load|enable)
On Sheep Regrow Wool: Called when sheep regrows its sheared wool back.
Code: [on] sheep [re]grow[ing] wool
On Shoot: Called whenever a projectile is shot. Use the shooter expression to get who shot the projectile.
Code: [on] [projectile] shoot
On Sign Change: As signs are placed empty, this event is called when a player is done editing a sign.
Code: [on] sign (chang[e]|edit)[ing]
On Slime Split: Called when a slime splits. Usually this happens when a big slime dies.
Code: [on] slime split[ting]
On Smelt: Called when a furnace smelts an item in its ore slot.
Code: [on] [ore] smelt[ing]
On Sneak Toggle: Called when a player starts or stops sneaking. Use is sneaking to get whether the player was sneaking before the event was called.
Code: [on] [player] toggl(e|ing) sneak
On Spawn: Called when an entity spawns (excluding players).
Code: [on] spawn[ing] [of %entity types%]
On Spawn Change: Called when the spawn point of a world changes.
Code: [on] [world] spawn change
On Spectate: Called with a player starts, stops or swaps spectating an entity.
Code: [on] [player] stop spectating [(of|from) %*entity types%]
On Sponge Absorb: Called when a sponge absorbs blocks.
Code: [on] sponge absorb
On Spread: Called when a new block forms as a result of a block that can spread, e.g. water or mushrooms.
Code: [on] spread[ing]
On Sprint Toggle: Called when a player starts or stops sprinting. Use is sprinting to get whether the player was sprinting before the event was called.
Code: [on] [player] toggl(e|ing) sprint
On Stonecutter Recipe Select: Called when a player selects a recipe in a stonecutter.
Code: [on] stonecutting [[of] %item types%]
On Stop Using Item: Called when a player stops using an item. For example, when the player releases the interact button when holding a bow, an edible item, or a spyglass. Note that event-timespan will return the time the item was used for.
Code: [on] [player] (stop|end) (using item|item use)
On Swim Toggle: Called when an entity swims or stops swimming.
Code: [on] [entity] toggl(e|ing) swim
On Tame: Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed.
Code: [on] [entity] tam(e|ing)
On Target: Called when a mob starts/stops following/attacking another entity, usually a player.
Code: [on] [entity] target
On Teleport: Called whenever a player is teleported, either by a nether/end portal or other means (e.g. by plugins).
Code: [on] [player] teleport[ing]
On Tool Change: Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), not by dropping or replacing the item in the current slot.
Code: [on] [player['s]] (tool|item held|held item) chang(e|ing)
On Vehicle Create: Called when a new vehicle is created, e.g. when a player places a boat or minecart.
Code: [on] vehicle create
On Vehicle Damage: Called when a vehicle gets damage. Too much damage will destroy the vehicle.
Code: [on] vehicle damage
On Vehicle Destroy: Called when a vehicle is destroyed. Any passenger will be ejected and the vehicle might drop some item(s).
Code: [on] vehicle destroy
On Vehicle Enter: Called when an entity enters a vehicle, either deliberately (players) or by falling into them (mobs).
Code: [on] vehicle enter
On Vehicle Exit: Called when an entity exits a vehicle.
Code: [on] vehicle exit
On Weather Change: Called when a world's weather changes.
Code: [on] weather change [to %weather types%]
On World Init: Called when a world is initialized. As all default worlds are initialized before any scripts are loaded, this event is only called for newly created worlds. World management plugins might change the behaviour of this event though.
Code: [on] world init[ialization] [of %worlds%]
On World Load: Called when a world is loaded. As with the world init event, this event will not be called for the server's default world(s).
Code: [on] world load[ing] [of %worlds%]
On World Save: Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this.
Code: [on] world sav(e|ing) [of %worlds%]
On World Unload: Called when a world is unloaded. This event will never be called if you don't have a world management plugin.
Code: [on] world unload[ing] [of %worlds%]
On Zombie Break Door: Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door.
Code: [on] zombie break[ing] [a] [wood[en]] door
Periodical: An event that is called periodically.
Code: [on] every %time span%
Periodical: An event that is called periodically.
Code: [on] every %time span% in [world[s]] %worlds%
Absorbed blocks: The blocks absorbed by a sponge block.
Code: [the] absorbed blocks
Active Item: Returns the item the entities are currently using (ie: the food they're eating, the bow they're drawing back, etc.). This cannot be changed. If an entity is not using any item, this will return null.
Code: [the] (raised|active) (tool|item|weapon) of %living entities%
Active Item Use Time: Returns the time that the entities have either spent using an item, or the time left for them to finish using an item. If an entity is not using any item, this will return 0 seconds.
Code: [the] [elapsed|remaining] (item|tool) us[ag]e time of %living entities%
Affected Entities: The affected entities in the area cloud effect event.
Code: [the] affected entities
Age of Block/Entity: Returns the age or maximum age of blocks and age for entities (there in no maximum age for entities). For blocks, 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested. For entities, 'Age' represents the time left for them to become adults and it's in minus increasing to be 0 which means they're adults, e.g. A baby cow needs 20 minutes to become an adult which equals to 24,000 ticks so their age will be -24000 once spawned.
Code: [the] [max[imum]] age of %blocks/entities%
All Banned Players/IPs: Obtains the list of all banned players or IP addresses.
Code: [all [[of] the]|the] banned (players|(ips|ip addresses))
All Groups: All the groups a player can have. This expression requires Vault and a compatible permissions plugin to be installed.
Code: all groups
All Operators: The list of operators on the server.
Code: [all [[of] the]|the] [server] [non(-| )]op[erator]s
All Permissions: Returns all permissions of the defined player(s). Note that the modifications to resulting list do not actually change permissions.
Code: [(all [[of] the]|the)] permissions (from|of) %players%
All Scripts: Returns all of the scripts, or just the enabled or disabled ones.
Code: [all [of the]|the] scripts [without ([subdirectory] paths|parents)]
All commands: Returns all registered commands or all script commands.
Code: [(all|the|all [of] the)] [registered] [script] commands
Alphabetical Sort: Sorts given strings in alphabetical order.
Code: alphabetically sorted %texts%
Altitude: Effectively an alias of 'y-coordinate of …', it represents the height of some object above bedrock.
Code: [the] altitude[s] of %locations%
Amount: The amount of something. Please note that amount of %items% will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the item amount expression.Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g. {list::*} Structure ├──── {list::1}: 1 ├──── {list::2}: 2 │ ├──── {list::2::1}: 3 │ │ └──── {list::2::1::1}: 4 │ └──── {list::2::2}: 5 └──── {list::3}: 6 Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list) Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!
Code: [the] (amount|number|size) of %objects%
Amount of Items: Counts how many of a particular item type are in a given inventory.
Code: [the] (amount|number) of %item types% (in|of) %inventories%
Anvil Repair Cost: Returns the experience cost (in levels) to complete the current repair or the maximum experience cost (in levels) to be allowed by the current repair. The default value of max cost set by vanilla Minecraft is 40.
Code: [the] [anvil] [item] [max[imum]] repair cost [of %inventories%]
Anvil Text Input: An expression to get the name to be applied to an item in an anvil inventory.
Code: [the] anvil [inventory] (rename|text) input of %inventories%
Applied Enchantments: The applied enchantments in an enchant event. Deleting or removing the applied enchantments will prevent the item's enchantment.
Code: [the] applied enchant[ment]s
Argument: Usable in script commands and command events. Holds the value of an argument given to the command, e.g. if the command "/tell <player> <text>" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'. Please note that specifying the argument type is only supported in script commands.
Code: [the] last arg[ument]
Arithmetic: Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc.
Code: \(%object%\)[ ]+[ ]\(%object%\)
Armour Slot: Equipment of living entities, i.e. the boots, leggings, chestplate or helmet.
Code: [the] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s]) of %living entities%
Arrow Attached Block: Returns the attached block of an arrow.
Code: [the] (attached|hit) block of %projectiles%
Arrow Knockback Strength: An arrow's knockback strength.
Code: [the] arrow knockback strength of %projectiles%
Arrows Stuck: The number of arrows stuck in a living entity.
Code: [number of] arrow[s] stuck in %living entities%
Attack Cooldown: Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything.
Code: [the] attack cooldown of %players%
Attacked: The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event.
Code: [the] (attacked|damaged|victim) [<(.+)>]
Attacker: The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases.
Code: [the] (attacker|damager)
Bed: Returns the bed location of a player, i.e. the spawn point of a player if they ever slept in a bed and the bed still exists and is unobstructed however, you can set the unsafe bed location of players and they will respawn there even if it has been obstructed or doesn't exist anymore and that's the default behavior of this expression otherwise you will need to be specific i.e. safe bed location.NOTE: Offline players can not have their bed location changed, only online players.
Code: [the] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]] of %offline players%
Biome: The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the altitude (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column).
Code: [the] biome [(of|%direction%) %locations%]
Block: The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Code: [the] [event-]block
Block: The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Code: [the] block %direction% [%location%]
Block Break Speed: Gets the speed at which the given player would break this block, taking into account tools, potion effects, whether or not the player is in water, enchantments, etc. The returned value is the amount of progress made in breaking the block each tick. When the total breaking progress reaches 1.0, the block is broken. Note that the break speed can change in the course of breaking a block, e.g. if a potion effect is applied or expires, or the player jumps/enters water.
Code: [the] break speed[s] [of %blocks%] [for %players%]
Block Data: Get the block data associated with a block. This data can also be used to set blocks.
Code: [the] block[ ]data of %blocks%
Block Hardness: Obtains the block's hardness level (also known as "strength"). This number is used to calculate the time required to break each block.
Code: [the] [block] hardness of %item types%
Block Sphere: All blocks in a sphere around a center, mostly useful for looping.
Code: [(all [[of] the]|the)] blocks in radius %number% [(of|around) %location%]
Blocks: Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid.
Code: [(all [[of] the]|the)] blocks %direction% [%locations%]
Blocks in Region: All blocks in a region. This expression requires a supported regions plugin to be installed.
Code: [(all|the)] blocks (in|of) [[the] region[s]] %regions%
Book Author: The author of a book.
Code: [the] [book] (author|writer|publisher) of %item types%
Book Pages: The pages of a book (Supports Skript's chat format) Note: In order to modify the pages of a new written book, you must have the title and author of the book set. Skript will do this for you, but if you want your own, please set those values.
Code: [all [[of] the]|the] [book] (pages|content) of %item types/item stacks%
Book Title: The title of a book.
Code: [the] book (name|title) of %item types%
Burn/Cook Time: The time a furnace takes to burn an item in a fuel burn event. Can also be used to change the burn/cook time of a placed furnace.
Code: [the] burn[ing] time
Case Text: Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case
Code: %texts% in (upper|lower)[ ]case
Characters Between: All characters between two given characters, useful for generating random strings. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. The ASCII table linked here shows this ordering for the first 256 characters. If you would like only alphanumeric characters you can use the 'alphanumeric' option in the expression. If strings of more than one character are given, only the first character of each is used.
Code: [(all [[of] the]|the)] [alphanumeric] characters (between|from) %text% (and|to) %text%
Chat Format: Can be used to get/retrieve the chat format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg].
Code: [the] (message|chat) format[ting]
Chat Recipients: Recipients of chat events where this is called.
Code: [chat][( |-)]recipients
Chunk: Returns the chunk of a block, location or entity is in, or a list of the loaded chunks of a world.
Code: [(all [[of] the]|the)] chunk[s] (of|%directions%) %locations%
Clicked Block/Entity/Inventory/Slot: The clicked block, entity, inventory, inventory slot, inventory click type or inventory action.
Code: [the] (clicked [enchant[ment]] (button|option)|clicked (block|%*item type/entity type%)|clicked slot|clicked inventory|click (type|action)|inventory action)
Color of: The color of an item, can also be used to color chat messages with "<%color of ...%>this text is colored!".
Code: [the] colo[u]r[s] of %blocks/item types/entities/firework effects%
Colored / Uncolored: Parses <color>s and, optionally, chat styles in a message or removes any colors and chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the send effect.
Code: (colo[u]r-|colo[u]red )%texts%
Command: The command that caused an 'on command' event (excluding the leading slash and all arguments)
Code: [the] (full|complete|whole) command
Command Info: Get information about a command.
Code: [the] main command [label|name] [of [[the] command[s] %texts%]]
Command Sender: The player or the console who sent a command. Mostly useful in commands and command events. If the command sender is a command block, its location can be retrieved by using %block's location%
Code: [the] [command['s]] (sender|executor)
Compass Target: The location a player's compass is pointing at.
Code: [the] compass target of %players%
Console: Represents the server's console which can receive messages and execute commands
Code: [the] (console|server)
Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission: Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission.
Code: [the] remaining [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]
Coordinate: Represents a given coordinate of a location.
Code: [the] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s] of %locations%
Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.: The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'.
Code: [the] [event-]<.+>
Cursor Slot: The item which the player has on their inventory cursor. This slot is always empty if player has no inventory open.
Code: [the] cursor slot of %players%
Custom Chest Inventory: Returns a chest inventory with the given amount of rows and the name. Use the open inventory effect to open it.
Code: [a] [new] chest inventory (named|with name) %text% [with %number% row[s]]
Custom Model Data: Get/set the CustomModelData tag for an item. (Value is an integer between 0 and 99999999)
Code: [the] [custom] model data of %item types%
Damage: How much damage is done in a entity/vehicle/item damage events. For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart). For items, it's the amount of durability damage the item will be taking.
Code: [the] damage
Damage Cause: The damage cause of a damage event. Please click on the link for more information.
Code: [the] damage (cause|type)
Damage Value/Durability: The damage value/durability of an item.
Code: [the] (damage[s] [value[s]]|durabilit(y|ies)) of %item types/slots%
Damaged Item: Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks
Code: %item type% with (damage|data) [value] %number%
Date Ago/Later: A date the specified timespan before/after another date.
Code: %time span% (ago|in the past|before [the] [date] %date%)
Default Value: A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned.
Code: %objects% (otherwise|?) %objects%
Difference: The difference between two values Supported types include numbers, dates and times.
Code: difference (between|of) %object% and %object%
Difficulty: The difficulty of a world.
Code: [the] difficult(y|ies) of %worlds%
Direction: A helper expression for the direction type.
Code: [%number% [(block|met(er|re))[s]] [to the]] (north[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|south[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|(east|west)[(ward[(s|ly)]|er[(n|ly)])] [of]|above|over|(up|down)[ward[(s|ly)]]|below|under[neath]|beneath) [%direction%]
Distance: The distance between two points.
Code: [the] distance between %location% and %location%
Drops: Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all.
Code: [the] drops
Drops Of Block: A list of the items that will drop when a block is broken.
Code: [(all|the|all [of] the)] drops of %blocks% [(using|with) %item type% [(as %entity%)]]
Elements: The first, last, range or a random element of a set, e.g. a list variable. See also: random expression
Code: [the] (first|last) element [out] of %objects%
Enchant Item: The enchant item in an enchant prepare event or enchant event. It can be modified, but enchantments will still be applied in the enchant event.
Code: [the] enchant[ed] item
Enchanting Experience Cost: The cost of enchanting in an enchant event. This is number that was displayed in the enchantment table, not the actual number of levels removed.
Code: [the] [displayed] ([e]xp[erience]|enchanting) cost
Enchantment Bonus: The enchantment bonus in an enchant prepare event. This represents the number of bookshelves affecting/surrounding the enchantment table.
Code: [the] enchantment bonus
Enchantment Level: The level of a particular enchantment on an item.
Code: [the] [enchant[ment]] level[s] of %enchantments% (on|of) %item types%
Enchantment Offer: The enchantment offer in enchant prepare events.
Code: [all [of]] [the] enchant[ment] offers
Enchantment Offer Cost: The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event.
Code: [the] [enchant[ment]] cost of %enchantment offers%
Ender Chest: The ender chest of a player.
Code: [the] ender[ ]chest[s] of %players%
Entities: All entities in all worlds, in a specific world, in a chunk or in a radius around a certain location, e.g. all players, all creepers in the player's world, or players in radius 100 of the player.
Code: [(all [[of] the]|the)] %*entity types% [(in|of) ([world[s]] %worlds%|%chunks%)]
Entity AI: Returns whether an entity has AI.
Code: [the] (ai|artificial intelligence) of %living entities%
Entity Attribute: The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above.
Code: [the] %attribute type% [((total|final|modified))] attribute [value] of %entities%
Entity Fire Burn Duration: How much time an entity will be burning for.
Code: [the] (burn[ing]|fire) (time|duration) of %entities%
Entity Owner: The owner of a tameable entity, such as a horse or wolf.
Code: [the] (owner|tamer) of %living entities%