VacerDE/skript huggingface dataset:
On Inventory Pickup
Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [on] (item[ ][stack]|[item] %item types%) despawn[ing]
On Item Mend
Called when a player has an item repaired via the Mending enchantment.
Patterns: [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.
Patterns: [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).
Patterns: [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.
Patterns: [on] [player] (login|logging in|join[ing])
On Jump
Called whenever a player jumps. This event requires PaperSpigot.
Patterns: [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.
Patterns: [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+.
Patterns: [on] [player] (language|locale) chang(e|ing)
On Leaves Decay
Called when a leaf block decays due to not being connected to a tree.
Patterns: [on] leaves decay[ing]
On Level Change
Called when a player's level changes, e.g. by gathering experience or by enchanting something.
Patterns: [on] [player] level (change|up|down)
On Loot Generate
Called when a loot table of an inventory is generated in the world. For example, when opening a shipwreck chest.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [on] pig[ ]zap
On Piston Extend
Called when a piston is about to extend.
Patterns: [on] piston extend[ing]
On Piston Retract
Called when a piston is about to retract.
Patterns: [on] piston retract[ing]
On Place
Called when a player places a block.
Patterns: [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.
Patterns: [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.
Patterns: [on] [player] deep sleep[ing]
On Player Pickup Arrow
Called when a player picks up an arrow from the ground.
Patterns: [on] [player] (pick[ing| ]up [an] arrow|arrow pick[ing| ]up)
On Player Trade
Called when a player has traded with a villager.
Patterns: [on] player trad(e|ing)
On Player World Change
Called when a player enters a world. Does not work with other entities!
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [on] [step[ping] on] [a] [pressure] plate
On Projectile Collide
Called when a projectile collides with an entity.
Patterns: [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.
Patterns: [on] projectile hit
On Quit
Called when a player leaves the server.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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,
Patterns: [on] [async] [script] (load|init|enable)
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.
Patterns: [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.
Patterns: [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).
Patterns: [on] (server|skript) (start|load|enable)
On Sheep Regrow Wool
Called when sheep regrows its sheared wool back.
Patterns: [on] sheep [re]grow[ing] wool
On Shoot
Called whenever a projectile is shot. Use the shooter expression to get who shot the projectile.
Patterns: [on] [projectile] shoot
On Sign Change
As signs are placed empty, this event is called when a player is done editing a sign.
Patterns: [on] sign (chang[e]|edit)[ing]
On Slime Split
Called when a slime splits. Usually this happens when a big slime dies.
Patterns: [on] slime split[ting]
On Smelt
Called when a furnace smelts an item in its ore slot.
Patterns: [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.
Patterns: [on] [player] toggl(e|ing) sneak
On Spawn
Called when an entity spawns (excluding players).
Patterns: [on] spawn[ing] [of %entity types%]
On Spawn Change
Called when the spawn point of a world changes.
Patterns: [on] [world] spawn change
On Spectate
Called with a player starts, stops or swaps spectating an entity.
Patterns: [on] [player] stop spectating [(of|from) %*entity types%]
On Sponge Absorb
Called when a sponge absorbs blocks.
Patterns: [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.
Patterns: [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.
Patterns: [on] [player] toggl(e|ing) sprint
On Stonecutter Recipe Select
Called when a player selects a recipe in a stonecutter.
Patterns: [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.
Patterns: [on] [player] (stop|end) (using item|item use)
On Swim Toggle
Called when an entity swims or stops swimming.
Patterns: [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.
Patterns: [on] [entity] tam(e|ing)
On Target
Called when a mob starts/stops following/attacking another entity, usually a player.
Patterns: [on] [entity] target
On Teleport
Called whenever a player is teleported, either by a nether/end portal or other means (e.g. by plugins).
Patterns: [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.
Patterns: [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.
Patterns: [on] vehicle create
On Vehicle Damage
Called when a vehicle gets damage. Too much damage will destroy the vehicle.
Patterns: [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).
Patterns: [on] vehicle destroy
On Vehicle Enter
Called when an entity enters a vehicle, either deliberately (players) or by falling into them (mobs).
Patterns: [on] vehicle enter
On Vehicle Exit
Called when an entity exits a vehicle.
Patterns: [on] vehicle exit
On Weather Change
Called when a world's weather changes.
Patterns: [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.
Patterns: [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).
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [on] zombie break[ing] [a] [wood[en]] door
Periodical
An event that is called periodically.
Patterns: [on] every %time span%
Periodical
An event that is called periodically.
Patterns: [on] every %time span% in [world[s]] %worlds%
Absorbed blocks
The blocks absorbed by a sponge block.
Patterns: [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.
Patterns: [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.
Patterns: [the] [elapsed|remaining] (item|tool) us[ag]e time of %living entities%
Affected Entities
The affected entities in the area cloud effect event.
Patterns: [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.
Patterns: [the] [max[imum]] age of %blocks/entities%
All Banned Players/IPs
Obtains the list of all banned players or IP addresses.
Patterns: [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.
Patterns: all groups
All Operators
The list of operators on the server.
Patterns: [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.
Patterns: [(all [[of] the]|the)] permissions (from|of) %players%
All Scripts
Returns all of the scripts, or just the enabled or disabled ones.
Patterns: [all [of the]|the] scripts [without ([subdirectory] paths|parents)]
All commands
Returns all registered commands or all script commands.
Patterns: [(all|the|all [of] the)] [registered] [script] commands
Alphabetical Sort
Sorts given strings in alphabetical order.
Patterns: alphabetically sorted %texts%
Altitude
Effectively an alias of 'y-coordinate of …', it represents the height of some object above bedrock.
Patterns: [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!
Patterns: [the] (amount|number|size) of %objects%
Amount of Items
Counts how many of a particular item type are in a given inventory.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [the] last arg[ument]
Arithmetic
Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc.
Patterns: \(%object%\)[ ]+[ ]\(%object%\)
Armour Slot
Equipment of living entities, i.e. the boots, leggings, chestplate or helmet.
Patterns: [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.
Patterns: [the] (attached|hit) block of %projectiles%
Arrow Knockback Strength
An arrow's knockback strength.
Patterns: [the] arrow knockback strength of %projectiles%
Arrows Stuck
The number of arrows stuck in a living entity.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [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).
Patterns: [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'.
Patterns: [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'.
Patterns: [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.
Patterns: [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.
Patterns: [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.
Patterns: [the] [block] hardness of %item types%
Block Sphere
All blocks in a sphere around a center, mostly useful for looping.
Patterns: [(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.
Patterns: [(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.
Patterns: [(all|the)] blocks (in|of) [[the] region[s]] %regions%
Book Author
The author of a book.
Patterns: [the] [book] (author|writer|publisher) of %item types%