ItsTheSky/disky-v1 huggingface dataset:
Shoot: Shoots a projectile (or any other entity) from a given entity.
Code: shoot %entity types% [from %living entities/locations%] [(at|with) (speed|velocity) %number%] [%direction%]
Silence Entity: Controls whether or not an entity is silent.
Code: silence %entities%
Stop Server: Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead.
Code: (stop|shut[ ]down) [the] server
Stop Sound: Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category. Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Code: stop (all sound[s]|sound[s] %texts%) [(in [the]|from) %sound category%] [(from playing to|for) %players%]
Swing Hand: Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand.
Code: make %living entities% swing [their] [main] hand
Teleport: Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks.
Code: [force] teleport %entities% (to|%direction%) %location%
Title - Reset: Resets the title of the player to the default values.
Code: reset [the] title[s] [of %players%]
Title - Send: Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above. If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: send title " " with subtitle "yourtexthere" to player.Note: if no input is given for the times, it will keep the ones from the last title sent, use the reset title effect to restore the default values.
Code: send title %text% [with subtitle %text%] [to %players%] [for %time span%] [with fade[(-| )]in %time span%] [[and] [with] fade[(-| )]out %time span%]
Toggle: Toggle the state of a block.
Code: (close|turn off|de[-]activate) %blocks%
Toggle Flight: Toggle the flight mode of a player.
Code: (allow|enable) (fly|flight) (for|to) %players%
Toggle Picking Up Items: Determines whether living entities are able to pick up items or not
Code: allow %living entities% to pick([ ]up items| items up)
Tree: Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path.
Code: (grow|create|generate) tree [of type %tree type%] %directions% %locations%
Vectors - Rotate Around Vector: Rotates one or more vectors around another vector
Code: rotate %vectors% around %vector% by %number% [degrees]
Vectors - Rotate around XYZ: Rotates one or more vectors around the x, y, or z axis by some amount of degrees
Code: rotate %vectors% around (x|y|z)(-| )axis by %number% [degrees]
Vehicle: Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc.
Code: (make|let|force) %entities% [to] (ride|mount) [(in|on)] %entities/entity types%
op/deop: Grant/revoke a user operator state.
Code: [de[-]]op %offline players%
Spawn: Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Code: (spawn|summon) %entity types% [%directions% %locations%]
At Time: An event that occurs at a given minecraft time in every world or only in specific worlds.
Code: [on] at %time% [in %worlds%]
On Anvil Damage: Called when an anvil is damaged/broken from being used to repair/rename items. Note: this does not include anvil damage from falling.
Code: [on] anvil damag(e|ing)
On Anvil Prepare: Called when an item is put in a slot for repair by an anvil. Please note that this event is called multiple times in a single item slot move.
Code: [on] anvil prepar(e|ing)
On AoE Cloud Effect: Called when area effect cloud applies its potion effect. This happens every 5 ticks by default.
Code: [on] (area|AoE) [cloud] effect
On Arm Swing: Called when a player swings their arm.
Code: [on] [player] arm swing
On Armor Change: Called when armor pieces of a player are changed.
Code: [on] [player] armo[u]r change[d]
On Bed Enter: Called when a player starts sleeping.
Code: [on] bed enter[ing]
On Bed Leave: Called when a player leaves a bed.
Code: [on] bed leav(e|ing)
On Block Damage: Called when a player starts to break a block. You can usually just use the leftclick event for this.
Code: [on] block damag(ing|e)
On Block Fertilize: Called when a player fertilizes blocks.
Code: [on] [block] fertilize
On Block Growth: Called when a crop grows. Alternative to new form of generic grow event.
Code: [on] (plant|crop|block) grow[(th|ing)] [[of] %item types%]
On Book Edit: Called when a player edits a book.
Code: [on] book (edit|change|write)
On Book Sign: Called when a player signs a book.
Code: [on] book sign[ing]
On Break / Mine: Called when a block is broken by a player. If you use 'on mine', only events where the broken block dropped something will call the trigger.
Code: [on] [block] (break[ing]|min(e|ing)) [[of] %item types/block datas%]
On Bucket Empty: Called when a player empties a bucket. You can also use the place event with a check for water or lava.
Code: [on] bucket empty[ing]
On Bucket fill: Called when a player fills a bucket.
Code: [on] bucket fill[ing]
On Burn: Called when a block is destroyed by fire.
Code: [on] [block] burn[ing] [[of] %item types/block datas%]
On Can Build Check: Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the data value of the block to be placed is not available in this event, only its ID.
Code: [on] [block] can build check
On Chat: Called whenever a player chats. Use chat format to change message format. Use chat recipients to edit chat recipients.
Code: [on] chat
On Chunk Generate: Called after a new chunk was generated.
Code: [on] chunk (generat|populat)(e|ing)
On Chunk Load: Called when a chunk loads. The chunk might or might not contain mobs when it's loaded.
Code: [on] chunk load[ing]
On Chunk Unload: Called when a chunk is unloaded due to not being near any player.
Code: [on] chunk unload[ing]
On Click: Called when a user clicks on a block, an entity or air with or without an item in their hand. Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them. Also note that a leftclick on an entity is an attack and thus not covered by the 'click' event, but the 'damage' event.
Code: [on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] [on %entity type/item type%] [(with|using|holding) %item type%]
On Combust: Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons).
Code: [on] combust[ing]
On Command: Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see Is a Skript command condition.
Code: [on] command [%text%]
On Connect: Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over on join.
Code: [on] [player] connect[ing]
On Consume: Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion.
Code: [on] [player] ((eat|drink)[ing]|consum(e|ing)) [[of] %item types%]
On Craft: Called when a player crafts an item.
Code: [on] [player] craft[ing] [[of] %item types%]
On Creeper Power: Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered.
Code: [on] creeper power
On Damage: Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc.
Code: [on] damag(e|ing) [of %entity type%] [by %entity type%]
On Death: Called when a living entity (including players) dies.
Code: [on] death [of %entity types%]
On Dispense: Called when a dispenser dispenses an item.
Code: [on] dispens(e|ing) [[of] %item types%]
On Drop: Called when a player drops an item from their inventory, or an entity drops an item, such as a chicken laying an egg.
Code: [on] [player|entity] drop[ping] [[of] %item types%]
On Egg Throw: Called when a player throws an egg and it lands. You can just use the shoot event in most cases. However, this event allows modification of properties like the hatched entity type and the number of entities to hatch.
Code: [on] throw[ing] [of] [an] egg
On Enchant: Called when a player successfully enchants an item. To get the enchanted item, see the enchant item expression
Code: [on] [item] enchant
On Enchant Prepare: Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the enchant item expression
Code: [on] [item] enchant prepare
On Enderman/Sheep/Silverfish/Falling Block: Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively. event-block represents the old block and event-blockdata represents the new replacement that'll be applied to the block.
Code: [on] enderman place
On Entity Dismount: Called when an entity dismounts.
Code: [on] dismount[ing]
On Entity Jump: Called when an entity jumps.
Code: [on] entity jump[ing]
On Entity Mount: Called when entity starts riding another.
Code: [on] mount[ing]
On Entity Portal: Called when an entity uses a nether or end portal. Cancel the event to prevent the entity from teleporting.
Code: [on] entity portal
On Entity Transform: Called when an entity is about to be replaced by another entity. Examples when it's called include; when a zombie gets cured and a villager spawns, an entity drowns in water like a zombie that turns to a drown, an entity that gets frozen in powder snow, a mooshroom that when sheared, spawns a new cow.
Code: [on] (entit(y|ies)|%*-entitydatas%) transform[ing] [due to %transform reasons%]
On Experience Change: Called when a player's experience changes.
Code: [on] [player] (level progress|[e]xp|experience) (change|update|increase|decrease)
On Experience Spawn: Called whenever experience is about to spawn. Please note that this event will not fire for xp orbs spawned by plugins (including Skript) with Bukkit.
Code: [on] [e]xp[erience] [orb] spawn
On Explode: Called when an entity (a primed TNT or a creeper) explodes.
Code: [on] explo(d(e|ing)|sion)
On Explosion Prime: Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time.
Code: [on] explosion prime
On Fade: Called when a block 'fades away', e.g. ice or snow melts.
Code: [on] [block] fad(e|ing) [[of] %item types/block datas%]
On Firework Explode: Called when a firework explodes.
Code: [on] [a] firework explo(d(e|ing)|sion) [colo[u]red %colors%]
On First Join: Called when a player joins the server for the first time.
Code: [on] first (join|login)
On Fishing: Called when a player fishes something. This is not of much use yet.
Code: [on] [player] fish[ing]
On Flight Toggle: Called when a players stops/starts flying.
Code: [on] [player] flight toggl(e|ing)
On Flow: Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well.
Code: [on] [block] flow[ing]
On Form: Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see spread event).
Code: [on] [block] form[ing] [[of] %item types/block datas%]
On Fuel Burn: Called when a furnace burns an item from its fuel slot.
Code: [on] fuel burn[ing]
On Gamemode Change: Called when a player's gamemode changes.
Code: [on] game[ ]mode change [to %gamemode%]
On Gliding State Change: Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly.
Code: [on] (gliding state change|toggl(e|ing) gliding)
On Grow: Called when a tree, giant mushroom or plant grows to next stage. "of" matches any grow event, "from" matches only the old state, "into" matches only the new state,and "from into" requires matching both the old and new states. Using "and" lists in this event is equivalent to using "or" lists. The event will trigger if any one of the elements is what grew.
Code: [on] grow[th] [of (%tree types%|%item types/block datas%)]
On Hand Item Swap: Called whenever a player swaps the items in their main- and offhand slots. Works also when one or both of the slots are empty. The event is called before the items are actually swapped, so when you use the player's tool or player's offtool expressions, they will return the values before the swap - this enables you to cancel the event before anything happens.
Code: [on] swap[ping of] [(hand|held)] item[s]
On Heal: Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs).
Code: [on] heal[ing]
On Horse Jump: Called when a horse jumps.
Code: [on] horse jump
On Hunger Meter Change: Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time.
Code: [on] (food|hunger) (level|met(er|re)|bar) chang(e|ing)
On Ignition: Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The burn event will be called when the block is about do be destroyed by the fire.
Code: [on] [block] ignit(e|ion)
On Inventory Click: Called when clicking on inventory slot.
Code: [on] [player] inventory(-| )click[ing] [[at] %item types%]
On Inventory Close: Called when player's currently viewed inventory is closed.
Code: [on] inventory clos(ing|e[d])
On Inventory Drag: Called when a player drags an item in their cursor across the inventory.
Code: [on] inventory drag[ging]
On Inventory Item Move: Called when an entity or block (e.g. hopper) tries to move items directly from one inventory to another. When this event is called, the initiator may have already removed the item from the source inventory and is ready to move it into the destination inventory. If this event is cancelled, the items will be returned to the source inventory.
Code: [on] inventory item (move|transport)
On Inventory Open: Called when an inventory is opened for player.
Code: [on] inventory open[ed]
On Inventory Pickup: Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item
Code: [on] inventory pick[ ]up
On Inventory Slot Change: Called when a slot in a player's inventory is changed. Warning: setting the event-slot to a new item can result in an infinite loop.
Code: [on] [player] inventory slot chang(e|ing)
On Item Break: Called when a player breaks their tool because its damage reached the maximum value. This event cannot be cancelled.
Code: [on] [player] tool break[ing]
On Item Damage: Called when an item is damaged. Most tools are damaged by using them; armor is damaged when the wearer takes damage.
Code: [on] item damag(e|ing)
On Item Despawn: Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped.
Code: [on] (item[ ][stack]|[item] %item types%) despawn[ing]
On Item Mend: Called when a player has an item repaired via the Mending enchantment.
Code: [on] item mend[ing]
On Item Merge: Called when dropped items merge into a single stack. event-entity will be the entity which is trying to merge, and future event-entity will be the entity which is being merged into.
Code: [on] (item[ ][stack]|[item] %item types%) merg(e|ing)
On Item Spawn: Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of their inventory, or a dispenser dispensing an item (not shooting it).
Code: [on] item spawn[ing] [[of] %item types%]
On Join: Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer on connect over this event.
Code: [on] [player] (login|logging in|join[ing])
On Jump: Called whenever a player jumps. This event requires PaperSpigot.
Code: [on] [player] jump[ing]
On Kick: Called when a player is kicked from the server. You can change the kick message or cancel the event entirely.
Code: [on] [player] (kick|being kicked)
On Language Change: Called after a player changed their language in the game settings. You can use the language expression to get the current language of the player. This event requires Minecraft 1.12+.
Code: [on] [player] (language|locale) chang(e|ing)
On Leaves Decay: Called when a leaf block decays due to not being connected to a tree.
Code: [on] leaves decay[ing]
On Level Change: Called when a player's level changes, e.g. by gathering experience or by enchanting something.
Code: [on] [player] level (change|up|down)
On Lightning Strike: Called when lightning strikes.
Code: [on] lightning [strike]
On Loot Generate: Called when a loot table of an inventory is generated in the world. For example, when opening a shipwreck chest.
Code: [on] loot generat(e|ing)
On Move / Rotate: Called when a player or entity moves or rotates their head. NOTE: Move event will only be called when the entity/player moves position, keyword 'turn around' is for orientation (ie: looking around), and the combined syntax listens for both. NOTE: These events can be performance heavy as they are called quite often.
Code: [on] %entity type% (move|walk|step|(turn[ing] around|rotate))
On Move On: Called when a player moves onto a certain type of block. Please note that using this event can cause lag if there are many players online.
Code: [on] (step|walk)[ing] (on|over) %*item types%
On Physics: Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often.
Code: [on] [block] physics
On Pick Up: Called when a player/entity picks up an item. Please note that the item is still on the ground when this event is called.
Code: [on] [(player|entity)] (pick[ ]up|picking up) [[of] %item types%]
On Pig Zap: Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation.
Code: [on] pig[ ]zap
On Piston Extend: Called when a piston is about to extend.
Code: [on] piston extend[ing]
On Piston Retract: Called when a piston is about to retract.
Code: [on] piston retract[ing]
On Place: Called when a player places a block.
Code: [on] [block] (plac(e|ing)|build[ing]) [[of] %item types/block datas%]
On Player Chunk Enter: Called when a player enters a chunk. Note that this event is based on 'player move' event, and may be called frequent internally.
Code: [on] [player] (enter[s] [a] chunk|chunk enter[ing])
On Player Deep Sleep: Called when a player has slept long enough to count as passing the night/storm. Cancelling this event will prevent the player from being counted as deeply sleeping unless they exit and re-enter the bed.
Code: [on] [player] deep sleep[ing]
On Player Pickup Arrow: Called when a player picks up an arrow from the ground.
Code: [on] [player] (pick[ing| ]up [an] arrow|arrow pick[ing| ]up)
On Player Trade: Called when a player has traded with a villager.
Code: [on] player trad(e|ing)
On Player World Change: Called when a player enters a world. Does not work with other entities!
Code: [on] [player] world chang(ing|e[d])
On Portal: Called when a player uses a nether or end portal. Cancel the event to prevent the player from teleporting.
Code: [on] [player] portal
On Portal Create: Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld. In Minecraft 1.14+, you can use the player in this event. Please note that there may not always be a player (or other entity) in this event.
Code: [on] portal creat(e|ion)
On Portal Enter: Called when an entity enters a nether portal or an end portal. Please note that this event will be fired many times for a nether portal.
Code: [on] portal enter[ing]
On Prepare Craft: Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs.
Code: [on] [player] (preparing|beginning) craft[ing] [[of] %item types%]
On Pressure Plate / Trip: Called when a player steps on a pressure plate or tripwire respectively.
Code: [on] [step[ping] on] [a] [pressure] plate
On Projectile Collide: Called when a projectile collides with an entity.
Code: [on] projectile collide
On Projectile Hit: Called when a projectile hits an entity or a block. Use the damage event with a check for a projectile to be able to use the entity that got hit in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs.
Code: [on] projectile hit
On Quit: Called when a player leaves the server.
Code: [on] (quit[ting]|disconnect[ing]|log[ ]out|logging out|leav(e|ing))
On Ready Arrow: Called when a player is firing a bow and the server is choosing an arrow to use. Cancelling this event will skip the current arrow item and fire a new event for the next arrow item. The arrow and bow in the event can be accessed with the Readied Arrow/Bow expression.
Code: [on] [player] ((ready|choose|draw|load) arrow|arrow (choose|draw|load))
On Redstone: Called when the redstone current of a block changes. This event is of not much use yet.
Code: [on] redstone [current] [chang(e|ing)]
On Region Enter/Leave: Called when a player enters or leaves a region. This event requires a supported regions plugin to be installed.
Code: [on] (enter[ing]|leav(e|ing)|exit[ing]) [of] ([a] region|[[the] region] %regions%)
On Resource Pack Request Response: Called when a player takes action on a resource pack request sent via the send resource pack effect. The resource pack condition can be used to check the resource pack state.This event will be triggered once when the player accepts or declines the resource pack request, and once when the resource pack is successfully installed or failed to download.
Code: [on] resource pack [request] response
On Respawn: Called when a player respawns. You should prefer this event over the death event as the player is technically alive when this event is called.
Code: [on] [player] respawn[ing]
On Resurrect Attempt: Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it.
Code: [on] [entity] resurrect[ion] [attempt]
On Riptide: Called when the player activates the riptide enchantment, using their trident to propel them through the air. Note: the riptide action is performed client side, so manipulating the player in this event may have undesired effects.
Code: [on] [use of] riptide [enchant[ment]]
On Script Load/Unload: Called directly after the trigger is loaded, or directly before the whole script is unloaded. The keyword 'async' indicates the trigger can be ran asynchronously,
Code: [on] [async] [script] (load|init|enable)