VacerDE/skript huggingface dataset:
Target
For players this is the entity at the crosshair. For mobs and experience orbs this is the entity they are attacking/following (if any). Display entities have a hit box of 0, so you should use 'target display' to collect Display entities May grab entities in unloaded chunks.
Patterns: [the] target[[ed] %*entity type%] [of %living entities%] [ignoring blocks] [[with|at] ray[ ]size %number%]
Targeted Block
The block at the crosshair. This regards all blocks that are not air as fully solid, e.g. torches will be like a solid stone block for this expression.
Patterns: [the] target[ed] block[s] [of %players%]
Teleport Cause
The teleport cause within a player teleport event.
Patterns: [the] teleport (cause|reason|type)
Temperature
Temperature at given block.
Patterns: [the] temperature[s] of %blocks%
Ternary
A shorthand expression for returning something based on a condition.
Patterns: %objects% if <.+>[,] (otherwise|else) %objects%
The Egg
The egg thrown in a Player Egg Throw event.
Patterns: [the] [thrown] egg
Time
The time of a world.
Patterns: [the] time[s] [([with]in|of) %worlds%]
Time Played
The amount of time a player has played for on the server. This info is stored in the player's statistics in the main world's data folder. Changing this will also change the player's stats which can be views in the client's statistics menu. Using this expression on offline players on Minecraft 1.14 and below will return nothing <none>.
Patterns: [the] time played of %offline players%
Time Since
The time that has passed since a date. If the given date is in the future, a value will not be returned.
Patterns: [the] time since %dates%
Tool
The item an entity is holding in their main or off hand.
Patterns: [the] ((tool|held item|weapon)|(off[ ]hand (tool|item))) [of %living entities%]
Total Experience
The total experience, in points, of players or experience orbs. Adding to a player's experience will trigger Mending, but setting their experience will not.
Patterns: [the] [total] experience of %entities%
Transform Reason
The transform reason within an entity entity transform event.
Patterns: [the] transform[ing] (cause|reason|type)
Type of
Type of a block, item, entity, inventory or potion effect. Types of items, blocks and block datas are item types similar to them but have amounts of one, no display names and, on Minecraft 1.13 and newer versions, are undamaged. Types of entities and inventories are entity types and inventory types known to Skript. Types of potion effects are potion effect types.
Patterns: [the] type of %entity types/item types/inventories/potion effects/block datas%
UUID
The UUID of a player, entity or world. In the future there will be an option to use a player's UUID instead of the name in variable names (i.e. when %player% is used), but for now this can be used. Please note that this expression does not work for offline players if you are under 1.8!
Patterns: [the] UUID of %offline players/worlds/entities%
Unbreakable Items
Creates unbreakable copies of given items.
Patterns: unbreakable %item types%
Unix Date
Converts given Unix timestamp to a date. The Unix timespan represents the number of seconds elapsed since 1 January 1970.
Patterns: [the] unix date of %numbers%
Unix Timestamp
Converts given date to Unix timestamp. This is roughly how many seconds have elapsed since 1 January 1970.
Patterns: [the] unix timestamp of %dates%
Value Within
Gets the value within objects. Usually used with variables to get the value they store rather than the variable itself, or with lists to get the values of a type.
Patterns: [the] (%*type%|value[s]) (within|in) %~objects%
Vectors - Angle Between
Gets the angle between two vectors.
Patterns: [the] angle between [[the] vectors] %vector% and %vector%
Vectors - Arithmetic
Arithmetic expressions for vectors.
Patterns: %vector%[ ]++[ ]%vector%
Vectors - Create Location from Vector
Creates a location from a vector in a world.
Patterns: %vector% to location in %world%
Vectors - Create from Direction
Creates vectors from given directions. Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1).
Patterns: vector[s] [from] %directions%
Vectors - Create from XYZ
Creates a vector from x, y and z values.
Patterns: [a] [new] vector [(from|at|to)] %number%,[ ]%number%(,[ ]| and )%number%
Vectors - Cross Product
Gets the cross product between two vectors.
Patterns: %vector% cross %vector%
Vectors - Cylindrical Shape
Forms a 'cylindrical shaped' vector using yaw to manipulate the current point.
Patterns: [a] [new] cylindrical vector [(from|with)] [radius] %number%, [yaw] %number%(,| and) [height] %number%
Vectors - Dot Product
Gets the dot product between two vectors.
Patterns: %vector% dot %vector%
Vectors - Length
Gets or sets the length of a vector.
Patterns: [the] (vector|standard|normal) length[s] of %vectors%
Vectors - Location Vector Offset
Returns the location offset by vectors.
Patterns: %location% offset by [[the] vectors] %vectors%
Vectors - Normalized
Returns the same vector but with length 1.
Patterns: normalize[d] %vector%
Vectors - Random Vector
Creates a random unit vector.
Patterns: [a] random vector
Vectors - Spherical Shape
Forms a 'spherical shaped' vector using yaw and pitch to manipulate the current point.
Patterns: [new] spherical vector [(from|with)] [radius] %number%, [yaw] %number%(,| and) [pitch] %number%
Vectors - Squared Length
Gets the squared length of a vector.
Patterns: [the] squared length[s] of %vectors%
Vectors - Vector Between Locations
Creates a vector between two locations.
Patterns: [the] vector (from|between) %location% (to|and) %location%
Vectors - Vector Projection
An expression to get the vector projection of two vectors.
Patterns: [vector] projection [of] %vector% on[to] %vector%
Vectors - Vector from Location
Creates a vector from a location.
Patterns: [the] vector (of|from|to) %location%
Vectors - Vector from Pitch and Yaw
Creates a vector from a yaw and pitch value.
Patterns: [a] [new] vector (from|with) yaw %number% and pitch %number%
Vectors - Velocity
Gets or changes velocity of an entity.
Patterns: [the] velocit(y|ies) of %entities%
Vectors - XYZ Component
Gets or changes the x, y or z component of a vector.
Patterns: [the] [vector] (x|y|z) [component[s]] of %vectors%
Vehicle
The vehicle an entity is in, if any. This can actually be any entity, e.g. spider jockeys are skeletons that ride on a spider, so the spider is the 'vehicle' of the skeleton. See also: passenger
Patterns: [the] vehicle[s] of %entities%
Version
The version of Bukkit, Minecraft or Skript respectively.
Patterns: ([craft]bukkit|minecraft|skript)( |-)version
Version String
The text to show if the protocol version of the server doesn't match with protocol version of the client. You can check the protocol version expression for more information about this. This can only be set in a server list ping event.
Patterns: [the] [shown|custom] version [string|text]
View Distance
The view distance of a player as set by the server. Can be changed. NOTE: This is the view distance sent by the server to the player. This has nothing to do with client side view distance settings NOTE: This may not work on some versions (such as MC 1.14.x). The return value in this case will be the view distance set in system.properties.
Patterns: [the] view distance[s] of %players%
View Distance of Client
The view distance of the client. Can not be changed. This differs from the server side view distance of player as this will retrieve the view distance the player has set on their client.
Patterns: [the] client view distance[s] of %players%
Weather
The weather in the given or the current world.
Patterns: [the] weather [(in|of) %worlds%]
Whitelist
A server's whitelist.This expression can be used to add/remove players to/from the whitelist, to enable it and disable it (set whitelist to true / set whitelist to false), and to empty it (reset whitelist)
Patterns: [the] white[ ]list
World
The world the event occurred in.
Patterns: [the] world [of %locations/entities/chunk%]
World Environment
The environment of a world
Patterns: [the] [world] environment of %worlds%
World Seed
The seed of given world. Note that it will be returned as Minecraft internally treats seeds, not as you specified it in world configuration.
Patterns: [the] seed[s] (from|of) %worlds%
World from Name
Returns the world from a string.
Patterns: [the] world [(named|with name)] %text%
Worlds
All worlds of the server, useful for looping.
Patterns: [(all [[of] the]|the)] worlds
X Times
Integers between 1 and X, used in loops to loop X times.
Patterns: %number% time[s]
X of Item
An expression to be able to use a certain amount of items where the amount can be any expression. Please note that this expression is not stable and might be replaced in the future.
Patterns: %number% of %item stacks/item types/entity type%
Yaw / Pitch
The yaw or pitch of a location or vector.
Patterns: [the] (yaw|pitch) of %locations/vectors%
abs
Returns the absolute value of the argument, i.e. makes the argument positive.
Patterns: abs(n: number)
acos
The inverse of the cosine, also called arccos. Returns result in degrees, not radians. Only returns values from 0 to 180.
Patterns: acos(n: number)
asin
The inverse of the sine, also called arcsin. Returns result in degrees, not radians. Only returns values from -90 to 90.
Patterns: asin(n: number)
atan
The inverse of the tangent, also called arctan. Returns result in degrees, not radians. Only returns values from -90 to 90.
Patterns: atan(n: number)
atan2
Similar to atan, but requires two coordinates and returns values from -180 to 180. The returned angle is measured counterclockwise in a standard mathematical coordinate system (x to the right, y to the top).
Patterns: atan2(x: number, y: number)
calcExperience
Calculates the total amount of experience needed to achieve given level from scratch in Minecraft.
Patterns: calcExperience(level: long)
caseEquals
Checks if the contents of a list of strings are strictly equal with case sensitivity.
Patterns: caseEquals(strs: strings)
ceil
Rounds a number up, i.e. returns the closest integer larger than or equal to the argument.
Patterns: ceil(n: number)
clamp
Clamps one or more values between two numbers.
Patterns: clamp(values: numbers, min: number, max: number)
cos
The cosine function. This is basically the sine shifted by 90°, i.e. cos(a) = sin(a + 90°), for any number a. Uses degrees, not radians.
Patterns: cos(n: number)
date
Creates a date from a year, month, and day, and optionally also from hour, minute, second and millisecond. A time zone and DST offset can be specified as well (in minutes), if they are left out the server's time zone and DST offset are used (the created date will not retain this information).
Patterns: date(year: number, month: number, day: number, hour: number = [[integer:0]], minute: number = [[integer:0]], second: number = [[integer:0]], millisecond: number = [[integer:0]], zone_offset: number = [[double:NaN]], dst_offset: number = [[double:NaN]])
exp
The exponential function. You probably don't need this if you don't know what this is.
Patterns: exp(n: number)
floor
Rounds a number down, i.e. returns the closest integer smaller than or equal to the argument.
Patterns: floor(n: number)
isNaN
Returns true if the input is NaN (not a number).
Patterns: isNaN(n: number)
ln
The natural logarithm. You probably don't need this if you don't know what this is. Returns NaN (not a number) if the argument is negative.
Patterns: ln(n: number)
location
Creates a location from a world and 3 coordinates, with an optional yaw and pitch. If for whatever reason the world is not found, it will fallback to the server's main world.
Patterns: location(x: number, y: number, z: number, world: world = event-world, yaw: number = [[integer:0]], pitch: number = [[integer:0]])
log
A logarithm, with base 10 if none is specified. This is the inverse operation to exponentiation (for positive bases only), i.e. log(base ^ exponent, base) = exponent for any positive number 'base' and any number 'exponent'. Another useful equation is base ^ log(a, base) = a for any numbers 'base' and 'a'. Please note that due to how numbers are represented in computers, these equations do not hold for all numbers, as the computed values may slightly differ from the correct value. Returns NaN (not a number) if any of the arguments are negative.
Patterns: log(n: number, base: number = [[integer:10]])
max
Returns the maximum number from a list of numbers.
Patterns: max(ns: numbers)
min
Returns the minimum number from a list of numbers.
Patterns: min(ns: numbers)
mod
Returns the modulo of the given arguments, i.e. the remainder of the division d/m, where d and m are the arguments of this function. The returned value is always positive. Returns NaN (not a number) if the second argument is zero.
Patterns: mod(d: number, m: number)
offlineplayer
Returns a offline player from their name or UUID. This function will still return the player if they're online.
Patterns: offlineplayer(nameOrUUID: string)
player
Returns an online player from their name or UUID, if player is offline function will return nothing. Setting 'getExactPlayer' parameter to true will return the player whose name is exactly equal to the provided name instead of returning a player that their name starts with the provided name.
Patterns: player(nameOrUUID: string, getExactPlayer: boolean = [[boolean:false]])
product
Calculates the product of a list of numbers.
Patterns: product(ns: numbers)
rgb
Returns a RGB color from the given red, green and blue parameters.
Patterns: rgb(red: long, green: long, blue: long)
round
Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement.
Patterns: round(n: number, d: number = [[integer:0]])
sin
The sine function. It starts at 0° with a value of 0, goes to 1 at 90°, back to 0 at 180°, to -1 at 270° and then repeats every 360°. Uses degrees, not radians.
Patterns: sin(n: number)
sqrt
The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as (argument) ^ (1/2) – other roots can be calculated via number ^ (1/root), e.g. set {_l} to {_volume}^(1/3). Returns NaN (not a number) if the argument is negative.
Patterns: sqrt(n: number)
tan
The tangent function. This is basically sin(arg)/cos(arg). Uses degrees, not radians.
Patterns: tan(n: number)
vector
Creates a new vector, which can be used with various expressions, effects and functions.
Patterns: vector(x: number, y: number, z: number)
Conditionals
Conditional sections if: executed when its condition is true else if: executed if all previous chained conditionals weren't executed, and its condition is true else: executed if all previous chained conditionals weren't executedparse if: a special case of 'if' condition that its code will not be parsed if the condition is not true else parse if: another special case of 'else if' condition that its code will not be parsed if all previous chained conditionals weren't executed, and its condition is true
Patterns: else
Loop
Loop sections repeat their code with multiple values.A loop will loop through all elements of the given expression, e.g. all players, worlds, items, etc. The conditions & effects inside the loop will be executed for every of those elements, which can be accessed with ‘loop-’, e.g. send "hello" to loop-player. When a condition inside a loop is not fulfilled the loop will start over with the next element of the loop. You can however use stop loop to exit the loop completely and resume code execution after the end of the loop.Loopable Values All expressions that represent more than one value, e.g. ‘all players’, ‘worlds’, etc., as well as list variables, can be looped. You can also use a list of expressions, e.g. loop the victim and the attacker, to execute the same code for only a few values.List Variables When looping list variables, you can also use loop-index in addition to loop-value inside the loop. loop-value is the value of the currently looped variable, and loop-index is the last part of the variable's name (the part where the list variable has its asterisk *).
Patterns: loop %objects%
While Loop
While Loop sections are loops that will just keep repeating as long as a condition is met.
Patterns: [do] while <.+>
Function
Functions are structures that can be executed with arguments/parameters to run code. They can also return a value to the trigger that is executing the function. Note that local functions come before global functions execution
Patterns: [local] function <.+>
Options
Options are used for replacing parts of a script with something else. For example, an option may represent a message that appears in multiple locations. Take a look at the example below that showcases this.
Patterns: options
Variables
Used for defining variables present within a script. This section is not required, but it ensures that a variable has a value if it doesn't exist when the script is loaded.
Patterns: variables