VacerDE/skript huggingface dataset:
Attribute Type
Represents the type of an attribute. Note that this type does not contain any numerical values.See attribute types for more info.
Patterns: luck, generic movement speed, horse jump strength, generic luck, generic max absorption, follow range, movement speed, max absorption, generic follow range, zombie spawn reinforcements, generic attack knockback, knockback resistance, attack knockback, generic armor toughness, generic attack speed, max health, flying speed, attack damage, generic attack damage, generic armor, generic flying speed, generic knockback resistance, armor, attack speed, armor toughness, generic max health
Biome
All possible biomes Minecraft uses to generate a world.
Patterns: roofed forest, old growth pine taiga, mesa forest, the void, snowy taiga, hell, jagged peaks, spiked ice plains, crimson forest, stone shore, birch forest, cold taiga, cold beach, savanna, giant tree taiga, marsh, windswept forest, wooded badlands, sky, nether, void, cold ocean, giant spruce taiga, lush caves, deep lukewarm ocean, deep frozen ocean, small end islands, ice spikes, old growth birch forest, badlands, badlands forest, ocean, lukewarm ocean, ice plains spikes, gravelly mountains, frozen peaks, stony peaks, jungle, basalt deltas, snowy beach, frozen ocean, mountains, forest, wooded mesa, eroded mesa, the end, dripstone caves, swampland, end barrens, ice plains with spikes, windswept hills, sea, unknown, black forest, soul sand valley, deep dark, mesa, plains, eroded badlands, mushroom fields, windswept gravelly hills, mushroom island, wooded mountains, shattered savanna, sunflower plains, snowy plains, meadow, snowy slopes, flower forest, windswept savanna, nether wastes, stony shore, taiga, frozen river, warm ocean, custom, old growth spruce taiga, deep cold ocean, swamp, mangrove swamp, deep ocean, end highlands, end midlands, cherry grove, sparse jungle, dark forest, jungle edge, grove, snowy tundra, beach, bamboo jungle, savanna plateau, river, tall birch forest, warped forest, desert
Block
A block in a world. It has a location and a type, and can also have a direction (mostly a facing), an inventory, or other special properties.
Patterns: Missing patterns.
Block Data
Block data is the detailed information about a block, referred to in Minecraft as BlockStates, allowing for the manipulation of different aspects of the block, including shape, waterlogging, direction the block is facing, and so much more. Information regarding each block's optional data can be found on Minecraft's Wiki. Find the block you're looking for and scroll down to 'Block States'. Different states must be separated by a semicolon (see examples). The 'minecraft:' namespace is optional, as well as are underscores.
Patterns: Missing patterns.
Boolean
A boolean is a value that is either true or false. Other accepted names are 'on' and 'yes' for true, and 'off' and 'no' for false.
Patterns: true/yes/on or false/no/off
Cat Type
Represents the race/type of a cat entity.
Patterns: red, all black, british shorthair, ragdoll, white, jellie, siamese, black, tabby, calico, persian
Chunk
A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world.
Patterns: Missing patterns.
Click Type
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.
Patterns: lmb, number key, mmb, rmb, drop item, drop key, window border using left mouse button, unknown, window border using right mouse, shift+rmb, unsupported, shift+lmb, ctrl+q, swap shield, left mouse button, left mouse with shift, left mouse, 0-9, double click, double click using mouse, border using rmb, right mouse button, right mouse button with shift, border using lmb, middle mouse, drop key with control, window border using right mouse button, swap offhand, custom, q, right mouse with shift, middle mouse button, drop stack, left mouse button with shift, right mouse, creative action
Color
Wool, dye and chat colors.
Patterns: black, dark grey/dark gray, grey/light grey/gray/light gray/silver, white, blue/dark blue, cyan/aqua/dark cyan/dark aqua, light blue/light cyan/light aqua, green/dark green, light green/lime/lime green, yellow/light yellow, orange/gold/dark yellow, red/dark red, pink/light red, purple/dark purple, magenta/light purple, brown/indigo
Damage Cause
The cause/type of a damage event, e.g. lava, fall, fire, drowning, explosion, poison, etc. Please note that support for this type is very rudimentary, e.g. lava, fire and burning, as well as projectile and attack are considered different types.
Patterns: sweep attack, thorns, the void, magma, a lightning, drowning, dragonfire, an attack, drown, an entity attack, melt, freeze, falling block, contact, fire, an entity explosion, lightning, a fall, entity explosion, void, a lightning strike, suffocation, suicide, wither effect, a plugin, lightning strike, entity attack, a potion, a wither, sweeping, melting, a falling block, unknown, starvation, lava, fall, hot floor, attack, a block explosion, dryout, burn, hitting wall while flying, potion, world border, flying into a wall, cramming, poison, sonic boom, suffocate, custom, kill, killed, a fire, burning, a projectile, plugin, wither potion effect, block explosion, projectile, wither, dragon's breath
Date
A date is a certain point in the real world's time which can be obtained with now expression, unix date expression and date function. See time and timespan for the other time types of Skript.
Patterns: Missing patterns.
Difficulty
The difficulty of a world.
Patterns: normal, medium, hard, easy, peaceful
Direction
A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. Locations and some blocks also have a direction, but without a length. Please note that directions have changed extensively in the betas and might not work perfectly. They can also not be used as command arguments.
Patterns: see direction (expression)
Enchantment
An enchantment, e.g. 'sharpness' or 'fortune'. Unlike enchantment type this type has no level, but you usually don't need to use this type anyway.
Patterns: Efficiency, Looting, Silk Touch, Quick Charge, Soul Speed, Flame, Fortune, Multishot, Aqua Affinity, Channeling, Loyalty, Curse of Binding, Punch, Projectile Protection, Power, Sharpness, Frost Walker, Fire Protection, Impaling, Luck of The Sea, Riptide, Protection, Mending, Respiration, Piercing, Swift Sneak, Feather Falling, Unbreaking, Smite, Lure, Fire Aspect, Knockback, Depth Strider, Sweeping Edge, Infinity, Curse of Vanishing, Bane of Arthropods, Blast Protection, Thorns
Enchantment Offer
The enchantmentoffer in an enchant prepare event.
Patterns: Missing patterns.
Enchantment Type
An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'.
Patterns: <enchantment> [<level>]
Entity
An entity is something in a world that's not a block, e.g. a player, a skeleton, or a zombie, but also projectiles like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings.
Patterns: player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.
Entity Type
The type of an entity, e.g. player, wolf, powered creeper, etc.
Patterns: Detailed usage will be added eventually
Entity Type with Amount
An entity type with an amount, e.g. '2 zombies'. I might remove this type in the future and make a more general 'type' type, i.e. a type that has a number and a type.
Patterns: <number> <entity type>
Experience
Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's level and level progress freely.
Patterns: [<number>] ([e]xp|experience [point[s]])
Firework Effect
A configuration of effects that defines the firework when exploded which can be used in the launch firework effect. See the firework effect expression for detailed patterns.
Patterns: See Firework Types
Firework Type
The type of a fireworkeffect.
Patterns: small, ball, star shaped, large, star, creeper face, small ball, large ball, burst, ball large, creeper
Game Mode
The game modes survival, creative, adventure and spectator.
Patterns: adventure, survival, spectator, creative
Gamerule
A gamerule
Patterns: tntExplosionDropDecay, globalSoundEvents, enderPearlsVanishOnDeath, doFireTick, maxCommandChainLength, doVinesSpread, disableElytraMovementCheck, lavaSourceConversion, commandBlockOutput, forgiveDeadPlayers, playersNetherPortalCreativeDelay, doMobSpawning, maxEntityCramming, universalAnger, playersSleepingPercentage, snowAccumulationHeight, doImmediateRespawn, blockExplosionDropDecay, naturalRegeneration, doMobLoot, fallDamage, doEntityDrops, randomTickSpeed, playersNetherPortalDefaultDelay, spawnRadius, freezeDamage, sendCommandFeedback, doWardenSpawning, fireDamage, reducedDebugInfo, waterSourceConversion, projectilesCanBreakBlocks, announceAdvancements, drowningDamage, disableRaids, doWeatherCycle, mobExplosionDropDecay, doDaylightCycle, showDeathMessages, doTileDrops, doInsomnia, keepInventory, doLimitedCrafting, mobGriefing, doTraderSpawning, commandModificationBlockLimit, logAdminCommands, spectatorsGenerateChunks, doPatrolSpawning, maxCommandForkCount
Gamerule Value
A wrapper for the value of a gamerule for a world.
Patterns: Missing patterns.
Gene
Represents a Panda's main or hidden gene. See genetics for more info.
Patterns: normal, lazy, happy, worried, worrisome, aggressive, brown, brownish, savage, playful, wild, weak
Heal Reason
The heal reason in a heal event.
Patterns: an ender crystal, magic, a magic regeneration, magic regeneration, fed, sated, a magic regen, regen potion, a wither spawn, peaceful, unknown, a regeneration potion, consuming, a wither effect, peaceful regeneration, wither summoning, healing potion, wither potion, an end crystal, satiated, regeneration potion, potion, satisfied, ingesting, withered, custom, a wither spawning, end crystal, eating, wither spawning, a wither summoning, wither effect, a plugin, a regen potion, plugin, withering, a potion, wither spawn, a healing potion, ender crystal, magic regen, wither, peaceful regen
Inventory
An inventory of a player or block. Inventories have many effects and conditions regarding the items contained. An inventory has a fixed amount of slots which represent a specific place in the inventory, e.g. the helmet slot for players (Please note that slot support is still very limited but will be improved eventually).
Patterns: Missing patterns.
Inventory Action
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
Patterns: drop stack from slot, swap items with hotbar, swap cursor stack, pickup single item, pickup some, drop all from cursor, move to other inventory, drop cursor stack, pickup all, swap with hotbar, nothing, drop all from slot, swap cursor, drop cursor, pickup all items, drop slot item, place all, drop cursor item, drop slot stack, drop single item from slot, swap with cursor, place some, pickup one item, drop single item from cursor, collect items to cursor, unknown, clone stack, drop stack from cursor, drop one item from slot, drop one item from cursor, unsupported, do nothing, drop one from cursor, pickup half, drop items from slot, swap stack with cursor, place all items, collect to cursor, pickup some items, drop slot, drop items from cursor, hotbar move and readd, shift move, custom, pickup single, place one item, hotbar swap items, drop one from slot, place some items, place one, pickup half stack, instant move, hotbar swap
Inventory Close Reasons
The inventory close reason in an inventory close event.
Patterns: disconnect, death, teleport, cannot use, new opened, unknown, can't use, unloaded, disconnected, plugin, can not use, open new, player
Inventory Type
Minecraft has several different inventory types with their own use cases.
Patterns: barrel inventory, a loom inventory, a blast furnace inventory, workbench inventory, ender chest inventory, loom inventory, a workbench inventory, hopper inventory, a merchant inventory, a hopper inventory, chiseled bookshelf, an ender chest inventory, new smithing table, bookshelf, a jukebox, beacon inventory, shulker box inventory, a barrel inventory, a shulker box inventory, lectern inventory, chest inventory, a villager inventory, a smoker inventory, a brewing stand inventory, a smithing inventory, grindstone inventory, a crafter inventory, a crafting table inventory, a player inventory, decorated pot, furnace inventory, a creative inventory, blast furnace inventory, upgrade gear, a composter inventory, an enchanting table inventory, jukebox, a dropper inventory, a cartography table inventory, a upgrade gear, smoker inventory, composter inventory, a chest inventory, upgrade gear table, a upgrade gear table, dispenser inventory, player inventory, stonecutter inventory, a stonecutter inventory, a decorated pot, a lectern inventory, merchant inventory, cartography table inventory, a chiseled bookshelf, a new smithing table, a furnace inventory, anvil inventory, a dispenser inventory, a grindstone inventory, smithing inventory, dropper inventory, brewing stand inventory, villager inventory, enchanting table inventory, a beacon inventory, a bookshelf, crafter inventory, creative inventory, crafting table inventory, an anvil inventory
Item
An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike item type an item can only represent exactly one item (e.g. an upside-down cobblestone stair facing west), while an item type can represent a whole range of items (e.g. any cobble stone stairs regardless of direction). You don't usually need this type except when you want to make a command that only accepts an exact item. Please note that currently 'material' is exactly the same as 'item', i.e. can have an amount & enchantments.
Patterns: [<number> [of]] <alias> [of <enchantment> <level>], Where <alias> must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')
Item Type
An item type is an alias, e.g. 'a pickaxe', 'all plants', etc., and can result in different items when added to an inventory, and unlike items they are well suited for checking whether an inventory contains a certain item or whether a certain item is of a certain type. An item type can also have one or more enchantments with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent all types that the alias represents, including data ranges.
Patterns: [<number> [of]] [all/every] <alias> [of <enchantment> [<level>] [,/and <more enchantments...>]]
Living Entity
A living entity, i.e. a mob or player, not inanimate entities like projectiles or dropped items.
Patterns: see entity, but ignore inanimate objects
Location
A location in a world. Locations are world-specific and even store a direction, e.g. if you save a location and later teleport to it you will face the exact same direction you did when you saved the location.
Patterns: Missing patterns.
Metadata Holder
Something that can hold metadata (e.g. an entity or block)
Patterns: Missing patterns.
Money
A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance.
Patterns: <number> $ or $ <number>, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'
Moon Phase
Represents the phase of a moon.
Patterns: last quarter, waning crescent, waxing gibbous, full moon, waning gibbous, waxing crescent, new moon, first quarter
Number
A number, e.g. 2.5, 3, or -9812454. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error.
Patterns: [-]###[.###] (any amount of digits; very large numbers will be truncated though)
Object
The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions.
Patterns: Missing patterns.
Offline Player
A player that is possibly offline. See player for more information. Please note that while all effects and conditions that require a player can be used with an offline player as well, they will not work if the player is not actually online.
Patterns: Parsing an offline player as a player (online) will return nothing (none), for that case you would need to parse as offlineplayer which only returns nothing (none) if player doesn't exist in Minecraft databases (name not taken) otherwise it will return the player regardless of their online status.
Player
A player. Depending on whether a player is online or offline several actions can be performed with them, though you won't get any errors when using effects that only work if the player is online (e.g. changing their inventory) on an offline player. You have two possibilities to use players as command arguments: <player> and <offline player>. The first requires that the player is online and also accepts only part of the name, while the latter doesn't require that the player is online, but the player's name has to be entered exactly.
Patterns: Parsing an offline player as a player (online) will return nothing (none), for that case you would need to parse as offlineplayer which only returns nothing (none) if player doesn't exist in Minecraft databases (name not taken) otherwise it will return the player regardless of their online status.
Potion Effect
A potion effect, including the potion effect type, tier and duration.
Patterns: speed of tier 1 for 10 seconds
Potion Effect Type
A potion effect type, e.g. 'strength' or 'swiftness'.
Patterns: null, speed, slowness, haste, mining fatigue, strength, instant health, instant damage, jump boost, nausea, regeneration, resistance, fire resistance, water breathing, invisibility, blindness, night vision, hunger, weakness, poison, wither, health boost, absorption, saturation, glowing, levitation, luck, bad luck, slow falling, conduit power, dolphins grace, bad omen, hero of the village, darkness
Projectile
A projectile, e.g. an arrow, snowball or thrown potion.
Patterns: arrow, fireball, snowball, thrown potion, etc.
Quit Reason
Represents a quit reason from a player quit server event.
Patterns: disconnected, erroneous state, kicked, quit, timed out, erroneous
Region
A region of a regions plugin. Skript currently supports WorldGuard, Factions, GriefPrevention and PreciousStones. Please note that some regions plugins do not have named regions, some use numerical ids to identify regions, and some may have regions with the same name in different worlds, thus using regions like "region name" in scripts may or may not work.
Patterns: "region name"
Resource Pack State
The state in a resource pack request response event.
Patterns: discarded, refused, rejected, failed reload, accepted, failed, failed to reload, failed to download, downloaded, successfully loaded, accept, fail, successfully load, refuse, declined, successfully install, success, reject, decline, successfully installed, download fail, invalid url
Server Icon
A server icon that was loaded using the load server icon effect.
Patterns: Missing patterns.
Slot
Represents a single slot of an inventory. Notable slots are the armour slots and furnace slots. The most important property that distinguishes a slot from an item is its ability to be changed, e.g. it can be set, deleted, enchanted, etc. (Some item expressions can be changed as well, e.g. items stored in variables. For that matter: slots are never saved to variables, only the items they represent at the time when the variable is set). Please note that tool can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot.
Patterns: Missing patterns.
Sound Category
The category of a sound, they are used for sound options of Minecraft. See the play sound and stop sound effects.
Patterns: hostile creatures category, speech category, records category, friendly creature category, noteblock category, hostile creature category, note block category, voice category, ambient category, noteblocks category, note blocks category, weather category, block category, friendly mob category, jukebox category, hostile mob category, master category, master volume category, hostile category, record category, blocks category, environment category, jukeboxes category, player category, players category, hostile mobs category, friendly mobs category, music category, friendly creatures category, neutral category
Spawn Reason
The spawn reason in a spawn event.
Patterns: dispense egg, egg, village defense, ocelot baby, silverfish trap, village invading, trap, dispensing egg, shoulder, drowned, metamorphosis, lightning, silverfish reveal, spell, built iron golem, natural, village invasion, frozen, mount, build wither, built wither, iron golem defense, ender pearl, creature spawner, reinforcements, build snowman, build iron golem, breeding, raid, infection, customized, spawn egg, jockey, beehive, default, golem defense, patrol, slime split, infected, sheared, mob spawner, nether portal, shear, perching, custom, built snowman, chunk generation, breed, command, duplication, explosion, spawner, cured, customised, piglin zombification
Teleport Cause
The teleport cause in a teleport event.
Patterns: bed exit, nether portal, ender gateway, exiting bed, chorus fruit, ender portal, command, unknown, plugin, dismounted, ender pearl, spectator, spectate, end gateway, chorus, exit bed, gateway, dismount, end portal
Text
Text is simply text, i.e. a sequence of characters, which can optionally contain expressions which will be replaced with a meaningful representation (e.g. %player% will be replaced with the player's name). Because scripts are also text, you have to put text into double quotes to tell Skript which part of the line is an effect/expression and which part is the text. Please read the article on Texts and Variable Names to learn more.
Patterns: simple: "..."
Time
A time is a point in a minecraft day's time (i.e. ranges from 0:00 to 23:59), which can vary per world. See date and timespan for the other time types of Skript.
Patterns: ##:##
Timeperiod
A period of time between two times. Mostly useful since you can use this to test for whether it's day, night, dusk or dawn in a specific world. This type might be removed in the future as you can use 'time of world is between x and y' as a replacement.
Patterns: ##:## - ##:##
Timespan
A timespan is a difference of two different dates or times, e.g '10 minutes'. Timespans are always displayed as real life time, but can be defined as minecraft time, e.g. '5 minecraft days and 12 hours'. NOTE: Months always have the value of 30 days, and years of 365 days. See date and time for the other time types of Skript.
Patterns: <number> [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] <more...>]
Transform Reason
Represents a transform reason of an entity transform event.
Patterns: infection, magma slime split, villager infection, tadpole metamorphosis, drowning, creeper super charge, unknown, split, tadpole converting, metamorphosis, skeleton converting to stray, lightning, slime split, entity drowning, slime splitting, zombie drowning, zombie curing, skeleton freeze, entity freezing, zombie converting to drowned, curing, entity freeze, skeleton freezing, mooshroom shear, zombie cure, tadpole converting to frog, mooshroom shearing, magma slime splitting, piglin zombification
Tree Type
A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the generate tree effect.
Patterns: [any] <general tree/mushroom type>, e.g. tree/any jungle tree/etc.
Type
Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-<type>', '<type>-argument', 'loop-<type>', etc., e.g. event-world, number-argument and loop-player.
Patterns: See the type name patterns of all types - including this one
Vector
Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities.
Patterns: vector(x, y, z)