ItsTheSky/disky-v1 huggingface dataset:
Gamerule: A gamerule
Code: tntExplosionDropDecay, globalSoundEvents, enderPearlsVanishOnDeath, doFireTick, maxCommandChainLength, doVinesSpread, disableElytraMovementCheck, lavaSourceConversion, commandBlockOutput, forgiveDeadPlayers, playersNetherPortalCreativeDelay, doMobSpawning, maxEntityCramming, universalAnger, playersSleepingPercentage, snowAccumulationHeight, doImmediateRespawn, blockExplosionDropDecay, naturalRegeneration, doMobLoot, fallDamage, doEntityDrops, randomTickSpeed, playersNetherPortalDefaultDelay, spawnRadius, freezeDamage, sendCommandFeedback, doWardenSpawning, fireDamage, reducedDebugInfo, waterSourceConversion, projectilesCanBreakBlocks, announceAdvancements, drowningDamage, disableRaids, doWeatherCycle, mobExplosionDropDecay, doDaylightCycle, showDeathMessages, doTileDrops, doInsomnia, keepInventory, doLimitedCrafting, mobGriefing, doTraderSpawning, commandModificationBlockLimit, logAdminCommands, spectatorsGenerateChunks, doPatrolSpawning, maxCommandForkCount
Gamerule Value: A wrapper for the value of a gamerule for a world.
Code: Missing patterns.
Gene: Represents a Panda's main or hidden gene. See genetics for more info.
Code: normal, lazy, happy, worried, worrisome, aggressive, brown, brownish, savage, playful, wild, weak
Heal Reason: The heal reason in a heal event.
Code: an ender crystal, magic, a magic regeneration, magic regeneration, fed, sated, a magic regen, regen potion, a wither spawn, peaceful, unknown, a regeneration potion, consuming, a wither effect, peaceful regeneration, wither summoning, healing potion, wither potion, an end crystal, satiated, regeneration potion, potion, satisfied, ingesting, withered, custom, a wither spawning, end crystal, eating, wither spawning, a wither summoning, wither effect, a plugin, a regen potion, plugin, withering, a potion, wither spawn, a healing potion, ender crystal, magic regen, wither, peaceful regen
Inventory: An inventory of a player or block. Inventories have many effects and conditions regarding the items contained. An inventory has a fixed amount of slots which represent a specific place in the inventory, e.g. the helmet slot for players (Please note that slot support is still very limited but will be improved eventually).
Code: Missing patterns.
Inventory Action: What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
Code: drop stack from slot, swap items with hotbar, swap cursor stack, pickup single item, pickup some, drop all from cursor, move to other inventory, drop cursor stack, pickup all, swap with hotbar, nothing, drop all from slot, swap cursor, drop cursor, pickup all items, drop slot item, place all, drop cursor item, drop slot stack, drop single item from slot, swap with cursor, place some, pickup one item, drop single item from cursor, collect items to cursor, unknown, clone stack, drop stack from cursor, drop one item from slot, drop one item from cursor, unsupported, do nothing, drop one from cursor, pickup half, drop items from slot, swap stack with cursor, place all items, collect to cursor, pickup some items, drop slot, drop items from cursor, hotbar move and readd, shift move, custom, pickup single, place one item, hotbar swap items, drop one from slot, place some items, place one, pickup half stack, instant move, hotbar swap
Inventory Close Reasons: The inventory close reason in an inventory close event.
Code: disconnect, death, teleport, cannot use, new opened, unknown, can't use, unloaded, disconnected, plugin, can not use, open new, player
Inventory Type: Minecraft has several different inventory types with their own use cases.
Code: barrel inventory, a loom inventory, a blast furnace inventory, workbench inventory, ender chest inventory, loom inventory, a workbench inventory, hopper inventory, a merchant inventory, a hopper inventory, chiseled bookshelf, an ender chest inventory, new smithing table, bookshelf, a jukebox, beacon inventory, shulker box inventory, a barrel inventory, a shulker box inventory, lectern inventory, chest inventory, a villager inventory, a smoker inventory, a brewing stand inventory, a smithing inventory, grindstone inventory, a crafter inventory, a crafting table inventory, a player inventory, decorated pot, furnace inventory, a creative inventory, blast furnace inventory, upgrade gear, a composter inventory, an enchanting table inventory, jukebox, a dropper inventory, a cartography table inventory, a upgrade gear, smoker inventory, composter inventory, a chest inventory, upgrade gear table, a upgrade gear table, dispenser inventory, player inventory, stonecutter inventory, a stonecutter inventory, a decorated pot, a lectern inventory, merchant inventory, cartography table inventory, a chiseled bookshelf, a new smithing table, a furnace inventory, anvil inventory, a dispenser inventory, a grindstone inventory, smithing inventory, dropper inventory, brewing stand inventory, villager inventory, enchanting table inventory, a beacon inventory, a bookshelf, crafter inventory, creative inventory, crafting table inventory, an anvil inventory
Item: An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike item type an item can only represent exactly one item (e.g. an upside-down cobblestone stair facing west), while an item type can represent a whole range of items (e.g. any cobble stone stairs regardless of direction). You don't usually need this type except when you want to make a command that only accepts an exact item. Please note that currently 'material' is exactly the same as 'item', i.e. can have an amount & enchantments.
Code: [<number> [of]] <alias> [of <enchantment> <level>], Where <alias> must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')
Item Type: An item type is an alias, e.g. 'a pickaxe', 'all plants', etc., and can result in different items when added to an inventory, and unlike items they are well suited for checking whether an inventory contains a certain item or whether a certain item is of a certain type. An item type can also have one or more enchantments with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent all types that the alias represents, including data ranges.
Code: [<number> [of]] [all/every] <alias> [of <enchantment> [<level>] [,/and <more enchantments...>]]
Living Entity: A living entity, i.e. a mob or player, not inanimate entities like projectiles or dropped items.
Code: see entity, but ignore inanimate objects
Location: A location in a world. Locations are world-specific and even store a direction, e.g. if you save a location and later teleport to it you will face the exact same direction you did when you saved the location.
Code: Missing patterns.
Metadata Holder: Something that can hold metadata (e.g. an entity or block)
Code: Missing patterns.
Money: A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance.
Code: <number> $ or $ <number>, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'
Moon Phase: Represents the phase of a moon.
Code: last quarter, waning crescent, waxing gibbous, full moon, waning gibbous, waxing crescent, new moon, first quarter
Number: A number, e.g. 2.5, 3, or -9812454. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error.
Code: [-]###[.###] (any amount of digits; very large numbers will be truncated though)
Object: The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions.
Code: Missing patterns.
Offline Player: A player that is possibly offline. See player for more information. Please note that while all effects and conditions that require a player can be used with an offline player as well, they will not work if the player is not actually online.
Code: Parsing an offline player as a player (online) will return nothing (none), for that case you would need to parse as offlineplayer which only returns nothing (none) if player doesn't exist in Minecraft databases (name not taken) otherwise it will return the player regardless of their online status.
Player: A player. Depending on whether a player is online or offline several actions can be performed with them, though you won't get any errors when using effects that only work if the player is online (e.g. changing their inventory) on an offline player. You have two possibilities to use players as command arguments: <player> and <offline player>. The first requires that the player is online and also accepts only part of the name, while the latter doesn't require that the player is online, but the player's name has to be entered exactly.
Code: Parsing an offline player as a player (online) will return nothing (none), for that case you would need to parse as offlineplayer which only returns nothing (none) if player doesn't exist in Minecraft databases (name not taken) otherwise it will return the player regardless of their online status.
Potion Effect: A potion effect, including the potion effect type, tier and duration.
Code: speed of tier 1 for 10 seconds
Potion Effect Type: A potion effect type, e.g. 'strength' or 'swiftness'.
Code: null, speed, slowness, haste, mining fatigue, strength, instant health, instant damage, jump boost, nausea, regeneration, resistance, fire resistance, water breathing, invisibility, blindness, night vision, hunger, weakness, poison, wither, health boost, absorption, saturation, glowing, levitation, luck, bad luck, slow falling, conduit power, dolphins grace, bad omen, hero of the village, darkness
Projectile: A projectile, e.g. an arrow, snowball or thrown potion.
Code: arrow, fireball, snowball, thrown potion, etc.
Quit Reason: Represents a quit reason from a player quit server event.
Code: disconnected, erroneous state, kicked, quit, timed out, erroneous
Region: A region of a regions plugin. Skript currently supports WorldGuard, Factions, GriefPrevention and PreciousStones. Please note that some regions plugins do not have named regions, some use numerical ids to identify regions, and some may have regions with the same name in different worlds, thus using regions like "region name" in scripts may or may not work.
Code: "region name"
Resource Pack State: The state in a resource pack request response event.
Code: discarded, refused, rejected, failed reload, accepted, failed, failed to reload, failed to download, downloaded, successfully loaded, accept, fail, successfully load, refuse, declined, successfully install, success, reject, decline, successfully installed, download fail, invalid url
Server Icon: A server icon that was loaded using the load server icon effect.
Code: Missing patterns.
Slot: Represents a single slot of an inventory. Notable slots are the armour slots and furnace slots. The most important property that distinguishes a slot from an item is its ability to be changed, e.g. it can be set, deleted, enchanted, etc. (Some item expressions can be changed as well, e.g. items stored in variables. For that matter: slots are never saved to variables, only the items they represent at the time when the variable is set). Please note that tool can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot.
Code: Missing patterns.
Sound Category: The category of a sound, they are used for sound options of Minecraft. See the play sound and stop sound effects.
Code: hostile creatures category, speech category, records category, friendly creature category, noteblock category, hostile creature category, note block category, voice category, ambient category, noteblocks category, note blocks category, weather category, block category, friendly mob category, jukebox category, hostile mob category, master category, master volume category, hostile category, record category, blocks category, environment category, jukeboxes category, player category, players category, hostile mobs category, friendly mobs category, music category, friendly creatures category, neutral category
Spawn Reason: The spawn reason in a spawn event.
Code: dispense egg, egg, village defense, ocelot baby, silverfish trap, village invading, trap, dispensing egg, shoulder, drowned, metamorphosis, lightning, silverfish reveal, spell, built iron golem, natural, village invasion, frozen, mount, build wither, built wither, iron golem defense, ender pearl, creature spawner, reinforcements, build snowman, build iron golem, breeding, raid, infection, customized, spawn egg, jockey, beehive, default, golem defense, patrol, slime split, infected, sheared, mob spawner, nether portal, shear, perching, custom, built snowman, chunk generation, breed, command, duplication, explosion, spawner, cured, customised, piglin zombification
Teleport Cause: The teleport cause in a teleport event.
Code: bed exit, nether portal, ender gateway, exiting bed, chorus fruit, ender portal, command, unknown, plugin, dismounted, ender pearl, spectator, spectate, end gateway, chorus, exit bed, gateway, dismount, end portal
Text: Text is simply text, i.e. a sequence of characters, which can optionally contain expressions which will be replaced with a meaningful representation (e.g. %player% will be replaced with the player's name). Because scripts are also text, you have to put text into double quotes to tell Skript which part of the line is an effect/expression and which part is the text. Please read the article on Texts and Variable Names to learn more.
Code: simple: "..."
Time: A time is a point in a minecraft day's time (i.e. ranges from 0:00 to 23:59), which can vary per world. See date and timespan for the other time types of Skript.
Code: ##:##
Timeperiod: A period of time between two times. Mostly useful since you can use this to test for whether it's day, night, dusk or dawn in a specific world. This type might be removed in the future as you can use 'time of world is between x and y' as a replacement.
Code: ##:## - ##:##
Timespan: A timespan is a difference of two different dates or times, e.g '10 minutes'. Timespans are always displayed as real life time, but can be defined as minecraft time, e.g. '5 minecraft days and 12 hours'. NOTE: Months always have the value of 30 days, and years of 365 days. See date and time for the other time types of Skript.
Code: <number> [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] <more...>]
Transform Reason: Represents a transform reason of an entity transform event.
Code: infection, magma slime split, villager infection, tadpole metamorphosis, drowning, creeper super charge, unknown, split, tadpole converting, metamorphosis, skeleton converting to stray, lightning, slime split, entity drowning, slime splitting, zombie drowning, zombie curing, skeleton freeze, entity freezing, zombie converting to drowned, curing, entity freeze, skeleton freezing, mooshroom shear, zombie cure, tadpole converting to frog, mooshroom shearing, magma slime splitting, piglin zombification
Tree Type: A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the generate tree effect.
Code: [any] <general tree/mushroom type>, e.g. tree/any jungle tree/etc.
Type: Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-<type>', '<type>-argument', 'loop-<type>', etc., e.g. event-world, number-argument and loop-player.
Code: See the type name patterns of all types - including this one
Vector: Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities.
Code: vector(x, y, z)
Visual Effect: A visible effect, e.g. particles.
Code: smoke, potion break, ender signal, mobspawner flames, arrow particles, jumping rabbit, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, villager hearts, angry villager entity, happy villager entity, witch magic, zombie turning to a villager, firework explosion, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, hurt by explosion, explosion, large explosion, huge explosion, firework's spark, water bubble, water splash, water wake, suspended, void fog, critical hit, magical critical hit, smoke particle, large smoke, spell, spell, potion swirl, transparent potion swirl, witch spell, water drip, lava drip, angry villager, happy villager, small smoke, note, portal, flying glyph, flame, lava pop, cloud, coloured dust, snowball break, snow shovel, slime, heart, item crack, block break, block dust, water drop, mob appearance, dragon breath, end rod, damage indicator, sweep attack, falling dust, totem, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, campfire cosy smoke, campfire signal smoke, composter, flash, falling lava, landing lava, falling water, dripping honey, falling honey, landing honey, falling nectar, soul fire flame, ash, crimson spore, warped spore, soul, dripping obsidian tear, falling obsidian tear, landing obsidian tear, reverse portal, white ash, falling spore blossom, spore blossom air, small flame, snowflake, dripping dripstone lava, falling dripstone lava, dripping dripstone water, falling dripstone water, glow squid ink, glow, wax on, wax off, electric spark, scrape, sonic boom, sculk soul, sculk charge, sculk charge pop, shriek
Weather Type: The weather types sunny, rainy, and thundering.
Code: clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm
World: One of the server's worlds. Worlds can be put into scripts by surrounding their name with double quotes, e.g. "world_nether", but this might not work reliably as text uses the same syntax.
Code: "world_name", e.g. "world"
World Environment: Represents the environment of a world.
Code: normal, nether, the end, the overworld, custom, the nether, end, overworld
Alphanumeric: Checks if the given string is alphanumeric.
Code: %texts% (is|are) alphanumeric
Can Build: Tests whether a player is allowed to build at a certain location. This condition requires a supported regions plugin to be installed.
Code: %players% (can|(is|are) allowed to) build %directions% %locations%
Can Fly: Whether a player is allowed to fly.
Code: %players% can fly
Can Hold: Tests whether a player or a chest can hold the given item.
Code: %inventories% (can hold|ha(s|ve) [enough] space (for|to hold)) %item types%
Can Pick Up Items: Whether living entities are able to pick up items off the ground or not.
Code: %living entities% can pick([ ]up items| items up)
Can See: Checks whether the given players can see another players.
Code: %players% (is|are) [in]visible for %players%
Chance: A condition that randomly succeeds or fails. Valid values are between 0% and 100%, or if the percent sign is omitted between 0 and 1.
Code: chance of %number%[(\%)]
Comparison: A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of <type>), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with (was|were) or will be instead of (is|are) respectively, which check different time states of the first expression.
Code: [(neither)] %objects% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|>) %objects%
Contains: Checks whether an inventory contains an item, a text contains another piece of text, or a list (e.g. {list variable::*} or 'drops') contains another object.
Code: %inventories% (has|have) %item types% [in [(the[ir]|his|her|its)] inventory]
Damage Cause: Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.
Code: [the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %damage cause%
Do Respawn Anchors Work: Checks whether or not respawn anchors work in a world.
Code: respawn anchors [do[(n't| not)]] work in %worlds%
Egg Will Hatch: Whether the egg will hatch in a Player Egg Throw event.
Code: [the] egg (will|will not|won't) hatch
Entity Is Sheared: Checks whether entities are sheared. This condition only works on cows, sheep and snowmen for versions below 1.19.4.
Code: %living entities% (is|are) (sheared|shorn)
Entity is Wet: Checks whether an entity is wet or not (in water, rain or a bubble column).
Code: %entities% (is|are) wet
Entity is in Liquid: Checks whether an entity is in rain, lava, water or a bubble column.
Code: %entities% (is|are) in (water|lava|[a] bubble[ ]column|rain)
Event Cancelled: Checks whether or not the event is cancelled.
Code: [the] event is cancel[l]ed
Exists/Is Set: Checks whether a given expression or variable is set.
Code: %~objects% (exist[s]|(is|are) set)
Has AI: Checks whether an entity has AI.
Code: %living entities% (has|have) (ai|artificial intelligence)
Has Client Weather: Checks whether the given players have a custom client weather
Code: %players% (has|have) [a] (client|custom) weather [set]
Has Custom Model Data: Check if an item has a custom model data tag
Code: %item types% (has|have) [custom] model data
Has Glowing Text: Checks whether a sign (either a block or an item) has glowing text
Code: %blocks/item types% (has|have) glowing text
Has Item Cooldown: Check whether a cooldown is active on the specified material for a specific player.
Code: %players% (has|have) [([an] item|a)] cooldown (on|for) %item types%
Has Line of Sight: Checks whether living entities have an unobstructed line of sight to other entities or locations.
Code: %living entities% (has|have) [a] [direct] line of sight to %entities/locations%
Has Metadata: Checks whether a metadata holder has a metadata tag.
Code: %metadata holders% (has|have) metadata [(value|tag)[s]] %texts%
Has Permission: Test whether a player has a certain permission.
Code: %command senders% (has|have) [the] permission[s] %texts%
Has Played Before: Checks whether a player has played on this server before. You can also use on first join if you want to make triggers for new players.
Code: %offline players% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)
Has Potion: Checks whether the given living entities have specific potion effects.
Code: %living entities% (has|have) potion[s] [effect[s]] %potions%
Has Resource Pack: Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server.
Code: %players% (has|have) [a] resource pack [(loaded|installed)]
Has Scoreboard Tag: Checks whether the given entities has the given scoreboard tags.
Code: %entities% (has|have) [the] score[ ]board tag[s] %texts%
Ignition Process: Checks if a creeper is going to explode.
Code: [creeper[s]] %living entities% ((is|are)|(isn't|is not|aren't|are not)) going to explode
Is Alive: Checks whether an entity is alive. Works for non-living entities too.
Code: %entities% (is|are) (alive|dead)
Is Banned: Checks whether a player or IP is banned.
Code: %offline players/texts% (is|are) banned
Is Bed/Anchor Spawn: Checks what the respawn location of a player in the respawn event is.
Code: [the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)
Is Block: Checks whether an item is a block.
Code: %item types% (is|are) ([a] block|blocks)
Is Block Redstone Powered: Checks if a block is indirectly or directly powered by redstone
Code: %blocks% (is|are) redstone powered
Is Blocking: Checks whether a player is blocking with their shield.
Code: %players% (is|are) (blocking|defending) [with [a] shield]
Is Burning: Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava.
Code: %entities% (is|are) (burning|ignited|on fire)