ItsTheSky/disky-v1 huggingface dataset:
Is Charged: Checks if a creeper is charged (powered).
Code: %living entities% (is|are) (charged|powered)
Is Climbing: Whether a living entity is climbing, such as a spider up a wall or a player on a ladder.
Code: %living entities% (is|are) climbing
Is Edible: Checks whether an item is edible.
Code: %item types% (is|are) edible
Is Empty: Checks whether an inventory, an inventory slot, or a text is empty.
Code: %inventories/slots/texts% (is|are) empty
Is Enchanted: Checks whether an item is enchanted.
Code: %item types% (is|are) enchanted [with %enchantment type%]
Is Flammable: Checks whether an item is flammable.
Code: %item types% (is|are) flammable
Is Flying: Checks whether a player is flying.
Code: %players% (is|are) flying
Is Frozen: Checks whether an entity is frozen.
Code: %entities% (is|are) frozen
Is Fuel: Checks whether an item can be used as fuel in a furnace.
Code: %item types% (is|are) [furnace] fuel
Is Gliding: Checks whether a living entity is gliding.
Code: %living entities% (is|are) gliding
Is Hand Raised: Checks whether an entity has one or both of their hands raised. Hands are raised when an entity is using an item (eg: blocking, drawing a bow, eating).
Code: %living entities%'[s] [main] hand[s] (is|are) raised
Is Holding: Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding <item type>' instead.
Code: [%living entities%] ha(s|ve) %item types% in [main] hand
Is Incendiary: Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event.
Code: %entities% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)
Is Infinite: Checks whether potion effects are infinite.
Code: %potion effects% (is|are) infinite
Is Interactable: Checks wether or not a block is interactable.
Code: %item types% (is|are) interactable
Is Invisible: Checks whether a living entity is invisible.
Code: %living entities% (is|are) (invisible|visible)
Is Invulnerable: Checks whether an entity is invulnerable.
Code: %entities% (is|are) invulnerable
Is Jumping: Checks whether a living entity is jumping. This condition does not work on players.
Code: %living entities% (is|are) jumping
Is Leashed: Checks to see if an entity is currently leashed.
Code: %living entities% (is|are) leashed
Is Loaded: Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16.
Code: chunk[s] %directions% [%locations%] (is|are)[((n't| not))] loaded
Is Member/Owner of Region: Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed.
Code: %offline players% (is|are) ([a] member|[(the|an)] owner) of [[the] region] %regions%
Is Normalized: Checks whether a vector is normalized i.e. length of 1
Code: %vectors% (is|are) normalized
Is Occluding: Checks whether an item is a block and completely blocks vision.
Code: %item types% (is|are) occluding
Is Online: Checks whether a player is online.
Code: %offline players% (is|are) (online|offline)
Is Operator: Checks whether a player is a server operator.
Code: %offline players% (is|are) [[a] server|an] op[erator][s]
Is Passable: Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with.
Code: %blocks% (is|are) passable
Is Plugin Enabled: Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled.
Code: plugin[s] %texts% (is|are) enabled
Is Poisoned: Checks whether an entity is poisoned.
Code: %living entities% (is|are) poisoned
Is Preferred Tool: Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore.
Code: %item types% (is|are) %blocks/block datas%'s preferred tool[s]
Is Riding: Tests whether an entity is riding another or is in a vehicle.
Code: %entities% (is|are) riding [%entity types%]
Is Riptiding: Checks to see if an entity is currently using the Riptide enchantment.
Code: %living entities% (is|are) riptiding
Is Script Loaded: Check if the current script, or another script, is currently loaded.
Code: script[s] [%texts%] (is|are) loaded
Is Silent: Checks whether an entity is silent i.e. its sounds are disabled.
Code: %entities% (is|are) silent
Is Sleeping: Checks whether a player is sleeping.
Code: %players% (is|are) sleeping
Is Slime Chunk: Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see the Minecraft wiki.
Code: %chunk% (is|are) ([a] slime chunk|slime chunks|slimey)
Is Sneaking: Checks whether a player is sneaking.
Code: %players% (is|are) sneaking
Is Solid: Checks whether an item is solid.
Code: %item types% (is|are) solid
Is Sprinting: Checks whether a player is sprinting.
Code: %players% (is|are) sprinting
Is Stackable: Checks whether an item is stackable.
Code: %item stacks% (is|are) stackable
Is Swimming: Checks whether a living entity is swimming.
Code: %living entities% (is|are) swimming
Is Tameable: Check if an entity is tameable.
Code: %living entities% (is|are) tameable
Is Transparent: Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate.
Code: %item types% (is|are) transparent
Is Unbreakable: Checks whether an item is unbreakable.
Code: %item types% (is|are) unbreakable
Is Valid: Checks whether an entity has died or been despawned for some other reason.
Code: %entities% (is|are) valid
Is Wearing: Checks whether a player is wearing some armour.
Code: %living entities% (is|are) wearing %item types%
Is Whitelisted: Whether or not the server or a player is whitelisted.
Code: [the] server (is|is(n't| not)) white[ ]listed
Is Within: Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the is between condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations.
Code: %locations% (is|are) within %location% and %location%
Is Within Radius: Checks whether a location is within a certain radius of another location.
Code: %locations% (is|are) within %number% (block|metre|meter)[s] (around|of) %locations%
Is a Skript command: Checks whether a command/string is a custom Skript command.
Code: %text% (is|are) [a] s(k|c)ript (command|cmd)
Is of Type: Checks whether an item of an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper').
Code: %item stacks/entities% (is|are) of type[s] %entity types/entity types%
Is on Ground: Checks whether an entity is on ground.
Code: %entities% (is|are) on [the] ground
Left Handed: Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed. Paper 1.17.1+ is required for non-player entities.
Code: %living entities% (is|are) (left|right)( |-)handed
Matches: Checks whether the defined strings match the input regexes (Regular expressions).
Code: %texts% (match[es]|do[es](n't| not) match) %texts%
PvP: Checks the PvP state of a world.
Code: (is PvP|PvP is) enabled [in %worlds%]
Region Contains: Checks whether a location is contained in a particular region. This condition requires a supported regions plugin to be installed.
Code: [[the] region] %regions% contain[s] %directions% %locations%
Resource Pack: Checks state of the resource pack in a resource pack request response event.
Code: [the] resource pack (was|is|has) [been] %resource pack state%
Running Minecraft: Checks if current Minecraft version is given version or newer.
Code: running [below] minecraft %text%
Starts/Ends With: Checks if a text starts or ends with another.
Code: %texts% (start|end)[s] with %texts%
Time: Tests whether a given real time was more or less than some time span ago.
Code: %date% (was|were)( more|(n't| not) less) than %time span% [ago]
Action Bar: Sends an action bar message to the given player(s).
Code: send [the] action[ ]bar [with text] %text% [to %players%]
Apply Bone Meal: Applies bone meal to a crop, sapling, or composter
Code: apply [%number%] bone[ ]meal[s] [to %blocks%]
Ban: Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied.Note that banning people does not kick them from the server. Consider using the kick effect after applying a ban.
Code: ban %texts/offline players% [(by reason of|because [of]|on account of|due to) %text%] [for %time span%]
Break Block: Breaks the block and spawns items as if a player had mined itYou can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone)
Code: break %blocks% [naturally] [using %item type%]
Broadcast: Broadcasts a message to the server.
Code: broadcast %objects% [(to|in) %worlds%]
Cancel Active Item: Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow.
Code: (cancel|interrupt) [the] us[ag]e of %living entities%'[s] [active|current] item
Cancel Command Cooldown: Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.
Code: (cancel|ignore) [the] [current] [command] cooldown
Cancel Drops: Cancels drops of items or experiences in a death or block break event. Please note that this doesn't keep items or experiences of a dead player. If you want to do that, use the Keep Inventory / Experience effect.
Code: (cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])]
Cancel Event: Cancels the event (e.g. prevent blocks from being placed, or damage being taken).
Code: cancel [the] event
Change: Set/Add/Remove/Delete/Reset: A very general effect that can change many expressions. Many expressions can only be set and/or deleted, while some can have things added to or removed from them.
Code: (add|give) %objects% to %~objects%
Charge Creeper: Charges or uncharges a creeper. A creeper is charged when it has been struck by lightning.
Code: make %living entities% [a[n]] (charged|powered|((un|non[-])charged|(un|non[-])powered)) [creeper[s]]
Color Items: Colors items in a given color. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order (red, green, blue), where (0,0,0) is black and (255,255,255) is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect.
Code: (dye|colo[u]r|paint) %item types% %color%
Command: Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy.
Code: [execute] [the] [bungee[cord]] command[s] %texts% [by %command senders%]
Connect: Connects a player to another bungeecord server
Code: connect %players% to [server] %text%
Continue: Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one.
Code: continue [this loop|[the] [current] loop]
Copy Into Variable: Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. Note: Copying a value into a variable/list will overwrite the existing data.
Code: copy %~objects% [in]to %~objects%
Damage/Heal/Repair: Damage/Heal/Repair an entity, or item.
Code: damage %living entities/item types% by %number% [heart[s]] [with fake cause %damage cause%]
Delay: Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with ban player → wait 7 days → unban player will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays!
Code: (wait|halt) [for] %time span%
Do If: Execute an effect if a condition is true.
Code: <.+> if <.+>
Drop: Drops one or more items.
Code: drop %item types/experience points% [%directions% %locations%] [without velocity]
Enable/Disable/Reload Script File: Enables, disables, or reloads a script file.
Code: ((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %text%
Enchant/Disenchant: Enchant or disenchant an existing item.
Code: enchant %~item types% with %enchantment types%
Equip: Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing.
Code: equip [%living entities%] with %item types%
Exit: Exits a given amount of loops and conditionals, or the entire trigger.
Code: (exit|stop) [trigger]
Explode Creeper: Starts the explosion process of a creeper or instantly explodes it.
Code: instantly explode [creeper[s]] %living entities%
Explosion: Creates an explosion of a given force. The Minecraft Wiki has an article on explosions which lists the explosion forces of TNT, creepers, etc. Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0. Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks.
Code: [(create|make)] [an] explosion (of|with) (force|strength|power) %number% [%directions% %locations%] [with fire]
Feed: Feeds the specified players.
Code: feed [the] %players% [by %number% [beef[s]]]
Force Attack: Makes a living entity attack an entity with a melee attack.
Code: make %living entities% attack %entity%
Force Respawn: Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt.
Code: force %players% to respawn
Handedness: Make mobs left or right-handed. This does not affect players.
Code: make %living entities% (left|right)( |-)handed
Hide Player from Server List: Hides a player from the hover list and decreases the online players count (only if the player count wasn't changed before).
Code: hide %players% (in|on|from) [the] server list
Ignite/Extinguish: Lights entities on fire or extinguishes them.
Code: (ignite|set fire to) %entities% [for %time span%]
Keep Inventory / Experience: Keeps the inventory or/and experiences of the dead player in a death event.
Code: keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]
Kick: Kicks a player from the server.
Code: kick %players% [(by reason of|because [of]|on account of|due to) %text%]
Kill: Kills an entity. Note: This effect does not set the entity's health to 0 (which causes issues), but damages the entity by 100 times its maximum health.
Code: kill %entities%
Knockback: Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in.
Code: (apply knockback to|knock[back]) %living entities% [%direction%] [with (strength|force) %number%]
Launch firework: Launch firework effects at the given location(s).
Code: (launch|deploy) [[a] firework [with effect[s]]] %firework effects% at %locations% [([with] (duration|power)|timed) %number%]
Leash entities: Leash living entities to other entities.
Code: (leash|lead) %living entities% to %entity%
Lightning: Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires.
Code: (create|strike) lightning[([ ]effect)] %directions% %locations%
Load Server Icon: Loads server icons from the given files. You can get the loaded icon using the last loaded server icon expression. Please note that the image must be 64x64 and the file path starts from the server folder.
Code: load [the] server icon (from|of) [the] [image] [file] %text%
Load World: Load your worlds or unload your worlds The load effect will create a new world if world doesn't already exist. When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment
Code: load [[the] world[s]] %texts% [with environment %environment%]
Locally Suppress Warning: Suppresses target warnings from the current script.
Code: [local[ly]] suppress [the] (conflict|variable save|[missing] conjunction[s]|starting [with] expression[s]) warning[s]
Log: Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [<script>.sk] <message>' in the server log.
Code: log %texts% [(to|in) [file[s]] %texts%]
Look At: Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50.
Code: (force|make) %living entities% [to] (face [towards]|look [(at|towards)]) (%entity%['s (feet|eyes)]|(feet|eyes) of %entity%) [at [head] [rotation] speed %number%] [[and] max[imum] [head] pitch %number%]
Make Egg Hatch: Makes the egg hatch in a Player Egg Throw event.
Code: make [the] egg [not] hatch
Make Fly: Forces a player to start/stop flying.
Code: force %players% to [(start|stop)] fly[ing]
Make Incendiary: Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event.
Code: make %entities% [not] incendiary
Make Invisible: Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles. When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility.
Code: make %living entities% (invisible|not visible)
Make Invulnerable: Makes an entity invulnerable/not invulnerable.
Code: make %entities% invulnerable
Make Say: Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command.
Code: make %players% (say|send [the] message[s]) %texts%
Make Sign Glow: Makes a sign (either a block or item) have glowing text or normal text
Code: make %blocks/item types% have glowing text
Message: Sends a message to the given player. Only styles written in given string or in formatted expressions will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player.
Code: (message|send [message[s]]) %objects% [to %command senders%] [from %player%]
Open Book: Opens a written book to a player.
Code: (open|show) book %item type% (to|for) %players%
Open/Close Inventory: Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future.
Code: (open|show) (((crafting [table]|workbench)|chest|anvil|hopper|dropper|dispenser) [(view|window|inventory)]|%inventory/inventory type%) (to|for) %players%
Pathfind: Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target.
Code: make %living entities% (pathfind|move) to[wards] %living entity/location% [at speed %number%]
Play Effect: Plays a visual effect at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players.
Code: (play|show) %visual effects% (on|%directions%) %entities/locations% [(to %players%|in (radius|range) of %number%)]
Play Sound: Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default. Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Code: play sound[s] %texts% [(in|from) %sound category%] [(at|with) volume %number%] [(and|at|with) pitch %number%] at %locations% [(to|for) %players%]
Player Info Visibility: Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the hover hist when hiding player info. The version string can override the ???. Also the Online Players Count and Max Players expressions will return -1 when hiding player info.
Code: hide [all] player [related] info[rmation] [(in|on|from) [the] server list]
Player Visibility: Change visibility of a player for the given players. When reveal is used in combination of the hidden players expression and the viewers are not specified, this will default it to the given player in the hidden players expression.Note: if a player was hidden and relogs, this player will be visible again.
Code: hide %players% [(from|for) %players%]
Poison/Cure: Poison or cure a creature.
Code: poison %living entities% [for %time span%]
Potion Effects: Apply or remove potion effects to/from entities.
Code: apply %potion effects% to %living entities%
Push: Push entities around.
Code: (push|thrust) %entities% %direction% [(at|with) (speed|velocity|force) %number%]
PvP: Set the PvP state for a given world.
Code: enable PvP [in %worlds%]
Replace: Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a message or a line of a sign.
Code: replace [(all|every)] %texts% in %texts% with %text% [with case sensitivity]
Return: Makes a function return a value
Code: return %objects%
Save World: Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze.
Code: save [[the] world[s]] %worlds%
Send Block Change: Makes a player see a block as something it really isn't. BlockData support is only for MC 1.13+
Code: make %players% see %blocks% as %item type/block data%
Send Resource Pack: Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using this online tool.The resource pack request action can be used to check status of the sent resource pack request.
Code: send [the] resource pack [from [[the] URL]] %text% to %players%
Shear: Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'.Please note that..:- If your server is not running with Paper 1.19.4 or higher, this effect will only change its 'shear state', and the 'force' effect is unavailable- Force-shearing or un-shearing on a sheared mushroom cow is not possible
Code: [force] shear %living entities%