VacerDE/skript huggingface dataset:
Book Pages
The pages of a book (Supports Skript's chat format) Note: In order to modify the pages of a new written book, you must have the title and author of the book set. Skript will do this for you, but if you want your own, please set those values.
Patterns: [all [[of] the]|the] [book] (pages|content) of %item types/item stacks%
Book Title
The title of a book.
Patterns: [the] book (name|title) of %item types%
Burn/Cook Time
The time a furnace takes to burn an item in a fuel burn event. Can also be used to change the burn/cook time of a placed furnace.
Patterns: [the] burn[ing] time
Case Text
Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case
Patterns: %texts% in (upper|lower)[ ]case
Characters Between
All characters between two given characters, useful for generating random strings. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. The ASCII table linked here shows this ordering for the first 256 characters. If you would like only alphanumeric characters you can use the 'alphanumeric' option in the expression. If strings of more than one character are given, only the first character of each is used.
Patterns: [(all [[of] the]|the)] [alphanumeric] characters (between|from) %text% (and|to) %text%
Chat Format
Can be used to get/retrieve the chat format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg].
Patterns: [the] (message|chat) format[ting]
Chat Recipients
Recipients of chat events where this is called.
Patterns: [chat][( |-)]recipients
Chunk
Returns the chunk of a block, location or entity is in, or a list of the loaded chunks of a world.
Patterns: [(all [[of] the]|the)] chunk[s] (of|%directions%) %locations%
Clicked Block/Entity/Inventory/Slot
The clicked block, entity, inventory, inventory slot, inventory click type or inventory action.
Patterns: [the] (clicked [enchant[ment]] (button|option)|clicked (block|%*item type/entity type%)|clicked slot|clicked inventory|click (type|action)|inventory action)
Color of
The color of an item, can also be used to color chat messages with "<%color of ...%>this text is colored!".
Patterns: [the] colo[u]r[s] of %blocks/item types/entities/firework effects%
Colored / Uncolored
Parses <color>s and, optionally, chat styles in a message or removes any colors and chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the send effect.
Patterns: (colo[u]r-|colo[u]red )%texts%
Command
The command that caused an 'on command' event (excluding the leading slash and all arguments)
Patterns: [the] (full|complete|whole) command
Command Info
Get information about a command.
Patterns: [the] main command [label|name] [of [[the] command[s] %texts%]]
Command Sender
The player or the console who sent a command. Mostly useful in commands and command events. If the command sender is a command block, its location can be retrieved by using %block's location%
Patterns: [the] [command['s]] (sender|executor)
Compass Target
The location a player's compass is pointing at.
Patterns: [the] compass target of %players%
Console
Represents the server's console which can receive messages and execute commands
Patterns: [the] (console|server)
Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission
Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission.
Patterns: [the] remaining [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]
Coordinate
Represents a given coordinate of a location.
Patterns: [the] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s] of %locations%
Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.
The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'.
Patterns: [the] [event-]<.+>
Cursor Slot
The item which the player has on their inventory cursor. This slot is always empty if player has no inventory open.
Patterns: [the] cursor slot of %players%
Custom Chest Inventory
Returns a chest inventory with the given amount of rows and the name. Use the open inventory effect to open it.
Patterns: [a] [new] chest inventory (named|with name) %text% [with %number% row[s]]
Custom Model Data
Get/set the CustomModelData tag for an item. (Value is an integer between 0 and 99999999)
Patterns: [the] [custom] model data of %item types%
Damage
How much damage is done in a entity/vehicle/item damage events. For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart). For items, it's the amount of durability damage the item will be taking.
Patterns: [the] damage
Damage Cause
The damage cause of a damage event. Please click on the link for more information.
Patterns: [the] damage (cause|type)
Damage Value/Durability
The damage value/durability of an item.
Patterns: [the] (damage[s] [value[s]]|durabilit(y|ies)) of %item types/slots%
Damaged Item
Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks
Patterns: %item type% with (damage|data) [value] %number%
Date Ago/Later
A date the specified timespan before/after another date.
Patterns: %time span% (ago|in the past|before [the] [date] %date%)
Default Value
A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned.
Patterns: %objects% (otherwise|?) %objects%
Difference
The difference between two values Supported types include numbers, dates and times.
Patterns: difference (between|of) %object% and %object%
Difficulty
The difficulty of a world.
Patterns: [the] difficult(y|ies) of %worlds%
Direction
A helper expression for the direction type.
Patterns: [%number% [(block|met(er|re))[s]] [to the]] (north[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|south[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|(east|west)[(ward[(s|ly)]|er[(n|ly)])] [of]|above|over|(up|down)[ward[(s|ly)]]|below|under[neath]|beneath) [%direction%]
Distance
The distance between two points.
Patterns: [the] distance between %location% and %location%
Drops
Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all.
Patterns: [the] drops
Drops Of Block
A list of the items that will drop when a block is broken.
Patterns: [(all|the|all [of] the)] drops of %blocks% [(using|with) %item type% [(as %entity%)]]
Elements
The first, last, range or a random element of a set, e.g. a list variable. See also: random expression
Patterns: [the] (first|last) element [out] of %objects%
Enchant Item
The enchant item in an enchant prepare event or enchant event. It can be modified, but enchantments will still be applied in the enchant event.
Patterns: [the] enchant[ed] item
Enchanting Experience Cost
The cost of enchanting in an enchant event. This is number that was displayed in the enchantment table, not the actual number of levels removed.
Patterns: [the] [displayed] ([e]xp[erience]|enchanting) cost
Enchantment Bonus
The enchantment bonus in an enchant prepare event. This represents the number of bookshelves affecting/surrounding the enchantment table.
Patterns: [the] enchantment bonus
Enchantment Level
The level of a particular enchantment on an item.
Patterns: [the] [enchant[ment]] level[s] of %enchantments% (on|of) %item types%
Enchantment Offer
The enchantment offer in enchant prepare events.
Patterns: [all [of]] [the] enchant[ment] offers
Enchantment Offer Cost
The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event.
Patterns: [the] [enchant[ment]] cost of %enchantment offers%
Ender Chest
The ender chest of a player.
Patterns: [the] ender[ ]chest[s] of %players%
Entities
All entities in all worlds, in a specific world, in a chunk or in a radius around a certain location, e.g. all players, all creepers in the player's world, or players in radius 100 of the player.
Patterns: [(all [[of] the]|the)] %*entity types% [(in|of) ([world[s]] %worlds%|%chunks%)]
Entity AI
Returns whether an entity has AI.
Patterns: [the] (ai|artificial intelligence) of %living entities%
Entity Attribute
The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above.
Patterns: [the] %attribute type% [((total|final|modified))] attribute [value] of %entities%
Entity Fire Burn Duration
How much time an entity will be burning for.
Patterns: [the] (burn[ing]|fire) (time|duration) of %entities%
Entity Owner
The owner of a tameable entity, such as a horse or wolf.
Patterns: [the] (owner|tamer) of %living entities%
Exhaustion
The exhaustion of a player. This is mainly used to determine the rate of hunger depletion.
Patterns: [the] exhaustion of %players%
Experience
How much experience was spawned in an experience spawn or block break event. Can be changed.
Patterns: [the] [(spawned|dropped)] [e]xp[erience] [orb[s]]
Exploded Blocks
Get all the blocks that were destroyed in an explode event
Patterns: [the] exploded blocks
Explosion Block Yield
The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect.
Patterns: [the] [explosion['s]] block (yield|amount)
Explosion Yield
The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read this wiki page for more information
Patterns: [the] explosion (yield|radius|size)
Explosive Yield
The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read this wiki page for more information
Patterns: [the] explosive (yield|radius|size) of %entities%
Facing
The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike direction which is the exact direction, e.g. '0.5 south and 0.7 east')
Patterns: [the] [(horizontal)] facing of %living entities/blocks%
Fall Distance
The distance an entity has fallen for.
Patterns: [the] fall[en] (distance|height) of %entities%
Fertilized Blocks
The blocks fertilized in block fertilize events.
Patterns: [all] [the] fertilized blocks
Filter
Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition.
Patterns: %objects% (where|that match) \[<.+>\]
Filter Input
Represents the input in a filter expression. For example, if you ran 'broadcast "something" and "something else" where [input is "something"]the condition would be checked twice, using "something" and "something else" as the inputs.
Patterns: input
Final Damage
How much damage is done in a damage event, considering all types of damage reduction. Can NOT be changed.
Patterns: [the] final damage
Firework Effect
Represents a 'firework effect' which can be used in the launch firework effect.
Patterns: [(flickering|trailing|flickering trailing|trailing flickering)] %firework type% [firework [effect]] colo[u]red %colors%
Flight Mode
Whether the player(s) are allowed to fly. Use Make Fly effect to force player(s) to fly.
Patterns: [the] fl(y[ing]|ight) (mode|state) of %players%
Food Level
The food level of a player from 0 to 10. Has several aliases: food/hunger level/meter/bar.
Patterns: [the] (food|hunger)[[ ](level|met(er|re)|bar)] [of %players%]
Formatted Date
Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this Wikipedia article.
Patterns: %dates% formatted [human-readable] [(with|as) %text%]
Former/Future State
Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a level change event. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event.
Patterns: [the] (former|past|old) [state] [of] %~object%
Free / Max / Total Memory
The free, max or total memory of the server in Megabytes.
Patterns: [the] [server] (free|max[imum]|total) (memory|ram)
Freeze Time
How much time an entity has been in powdered snow for.
Patterns: [the] freeze time of %entities%
Furnace Slot
A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use 'block' and not furnace, as furnace is not an existing expression. Note that the result and the result slot refer to separate things. the result is the product in a smelt event and the result slot is the output slot of a furnace (where the result will end up). Note that if the result in a smelt event is changed to an item that differs in type from the items currently in the result slot, the smelting will fail to complete (the item will attempt to smelt itself again). Note that if values other than the result are changed, event values may not accurately reflect the actual items in a furnace. Thus you may wish to use the event block in this case (e.g. the fuel slot of the event-block) to get accurate values if needed.
Patterns: [the] (ore slot|fuel slot|result [slot])
Game Mode
The gamemode of a player. (Gamemodes)
Patterns: [the] game[ ]mode of %players%
Gamerule Value
The gamerule value of a world.
Patterns: [the] gamerule %gamerule% of %worlds%
Gliding State
Sets of gets gliding state of player. It allows you to set gliding state of entity even if they do not have an Elytra equipped.
Patterns: [the] (gliding|glider) [state] of %living entities%
Glowing
Indicates if targeted entity is glowing (new 1.9 effect) or not. Glowing entities can be seen through walls.
Patterns: [the] glowing of %entities%
Gravity
If entity is affected by gravity or not, i.e. if it has Minecraft 1.10+ NoGravity flag.
Patterns: [the] gravity of %entities%
Group
The primary group or all groups of a player. This expression requires Vault and a compatible permissions plugin to be installed. If you have LuckPerms, ensure you have vault integration enabled in the luck perms configurations.
Patterns: [the] group[s] of %offline players%
Hanging Entity/Remover
Returns the hanging entity or remover in hanging break and place events.
Patterns: [the] hanging (entity|remover)
Hash
Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases. MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not that secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you must specify algorithms that will be used for security reasons! Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript.
Patterns: %texts% hash[ed] with (MD5|SHA-256)
Hatching Entity Type
The type of the entity that will be hatched in a Player Egg Throw event.
Patterns: [the] hatching entity [type]
Hatching Number
The number of entities that will be hatched in a Player Egg Throw event. Please note that no more than 127 entities can be hatched at once.
Patterns: [the] hatching number
Head location
The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows.
Patterns: [the] (head|eye[s]) [location[s]] of %living entities%
Heal Amount
The amount of health healed in a healing event.
Patterns: [the] heal amount
Heal Reason
The heal reason of a heal event. Please click on the link for more information.
Patterns: (regen|health regain|heal) (reason|cause)
Health
The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players).
Patterns: [the] health of %living entities%
Hidden Players
The players hidden from a player that were hidden using the player visibility effect.
Patterns: [(all [[of] the]|the)] hidden players (of|for) %players%
Highest Solid Block
Returns the highest solid block at the x and z coordinates of the world of a given location.
Patterns: highest [(solid|non-air)] block at %locations%
Hostname
The hostname used by the connecting player to connect to the server in a connect event.
Patterns: [the] (host|domain)[ ][name]
Hotbar Button
The hotbar button clicked in an inventory click event.
Patterns: [the] hotbar button
Hotbar Slot
The currently selected hotbar slot. To retrieve its number use Slot Index expression. Use future and past tense to grab the previous slot in an item change event, see example.
Patterns: [the] [the] [([currently] selected|current)] hotbar slot[s] [of %players%]
Hover List
The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a server list ping event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes fake online count) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.
Patterns: [the] [custom] [(player|server)] (hover|sample) ([message] list|message)
Humidity
Humidity of given blocks.
Patterns: [the] humidit(y|ies) of %blocks%
IP
The IP address of a player, or the connected player in a connect event, or the pinger in a server list ping event.
Patterns: IP[s][( |-)address[es]] of %players%
Index Of
The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the length of the text.
Patterns: [the] [(first|last)] index of %text% in %text%
Indices of List
Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices.
Patterns: [(the|all [[of] the])] (indexes|indices) of %~objects%
Initiator Inventory
Returns the initiator inventory in an on inventory item move event.
Patterns: [the] [event-]initiator[( |-)inventory]
Inventory
The inventory of a block or player. You can usually omit this expression and can directly add or remove items to/from blocks or players.
Patterns: [the] inventor(y|ies) of %inventoryholders/item types%
Inventory Action
The inventory action of an inventory event. Please click on the link for more information.
Patterns: [the] inventory action
Inventory Close Reason
The inventory close reason of an inventory close event.
Patterns: [the] inventory clos(e|ing) (reason|cause)
Inventory Holder/Viewers/Rows/Slots
Gets the amount of rows/slots, viewers and holder of an inventory.NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.
Patterns: (holder[s]|viewers|[amount of] rows|[amount of] slots) of %inventories%
Inventory Slot
Represents a slot in an inventory. It can be used to change the item in an inventory too.
Patterns: [the] slot[s] %numbers% of %inventory%
Item
The item involved in an event, e.g. in a drop, dispense, pickup or craft event.
Patterns: [the] item
Item Amount
The amount of an item stack.
Patterns: [the] item[[ ]stack] (amount|size|number) of %slots/item types/item stacks%
Item Cooldown
Change the cooldown of a specific material to a certain amount of Timespan.
Patterns: [the] [item] cooldown of %item types% for %players%
Item Enchantments
All the enchantments an item type has.
Patterns: [the] enchantments of %item types%
Item of an Entity
An item associated with an entity. For dropped item entities, it gets, obviously, the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.),it gets the displayed item. Other entities do not have items associated with them.
Patterns: [the] item of %entities%
Item with CustomModelData
Get an item with a CustomModelData tag. (Value is an integer between 0 and 99999999)
Patterns: %item type% with [custom] model data %number%
Item with Lore
Returns the given item type with the specified lore added to it. If multiple strings are passed, each of them will be a separate line in the lore.
Patterns: %item type% with [(a|the)] lore %texts%
Items
Items or blocks of a specific type, useful for looping.
Patterns: [all [[of] the]|the] block[[ ]type]s
Items In
All items or specific type(s) of items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved.
Patterns: [all [[of] the]] items ([with]in|of|contained in|out of) [inventor(y|ies)] %inventories%
Join & Split
Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter.
Patterns: (concat[enate]|join) %texts% [(with|using|by) [[the] delimiter] %text%]
Language
Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
Patterns: [the] [([currently] selected|current)] [game] (language|locale) [setting] of %players%
Last Attacker
The last block or entity that attacked an entity.
Patterns: [the] last attacker of %entity%
Last Color
The colors used at the end of a string. The colors of the returned string will be formatted with their symbols.
Patterns: [the] last color[s] of %texts%
Last Damage
The last damage that was done to an entity. Note that changing it doesn't deal more/less damage.
Patterns: [the] last damage of %living entities%
Last Damage Cause
Cause of last damage done to an entity
Patterns: [the] last damage (cause|reason|type) of %living entities%
Last Loaded Server Icon
Returns the last loaded server icon with the load server icon effect.
Patterns: [the] [last[ly]] loaded server icon
Last Resource Pack Response
Returns the last resource pack response received from a player.
Patterns: [the] [last] resource pack response[s] of %players%
Last Spawned Entity
Holds the entity that was spawned most recently with the spawn effect (section), dropped with the drop effect, shot with the shoot effect or created with the lightning effect. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together.
Patterns: [the] [last[ly]] (spawned|shot) %*entity type%
Last/First Login Time
When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server.
Patterns: [the] (last|first) login of %offline players%
Leash Holder
The leash holder of a living entity.
Patterns: [the] leash holder[s] of %living entities%