VacerDE/skript huggingface dataset:
Visual Effect
A visible effect, e.g. particles.
Patterns: smoke, potion break, ender signal, mobspawner flames, arrow particles, jumping rabbit, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, villager hearts, angry villager entity, happy villager entity, witch magic, zombie turning to a villager, firework explosion, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, hurt by explosion, explosion, large explosion, huge explosion, firework's spark, water bubble, water splash, water wake, suspended, void fog, critical hit, magical critical hit, smoke particle, large smoke, spell, spell, potion swirl, transparent potion swirl, witch spell, water drip, lava drip, angry villager, happy villager, small smoke, note, portal, flying glyph, flame, lava pop, cloud, coloured dust, snowball break, snow shovel, slime, heart, item crack, block break, block dust, water drop, mob appearance, dragon breath, end rod, damage indicator, sweep attack, falling dust, totem, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, campfire cosy smoke, campfire signal smoke, composter, flash, falling lava, landing lava, falling water, dripping honey, falling honey, landing honey, falling nectar, soul fire flame, ash, crimson spore, warped spore, soul, dripping obsidian tear, falling obsidian tear, landing obsidian tear, reverse portal, white ash, falling spore blossom, spore blossom air, small flame, snowflake, dripping dripstone lava, falling dripstone lava, dripping dripstone water, falling dripstone water, glow squid ink, glow, wax on, wax off, electric spark, scrape, sonic boom, sculk soul, sculk charge, sculk charge pop, shriek
Weather Type
The weather types sunny, rainy, and thundering.
Patterns: clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm
World
One of the server's worlds. Worlds can be put into scripts by surrounding their name with double quotes, e.g. "world_nether", but this might not work reliably as text uses the same syntax.
Patterns: "world_name", e.g. "world"
World Environment
Represents the environment of a world.
Patterns: normal, nether, the end, the overworld, custom, the nether, end, overworld
Alphanumeric
Checks if the given string is alphanumeric.
Patterns: %texts% (is|are) alphanumeric
Can Build
Tests whether a player is allowed to build at a certain location. This condition requires a supported regions plugin to be installed.
Patterns: %players% (can|(is|are) allowed to) build %directions% %locations%
Can Fly
Whether a player is allowed to fly.
Patterns: %players% can fly
Can Hold
Tests whether a player or a chest can hold the given item.
Patterns: %inventories% (can hold|ha(s|ve) [enough] space (for|to hold)) %item types%
Can Pick Up Items
Whether living entities are able to pick up items off the ground or not.
Patterns: %living entities% can pick([ ]up items| items up)
Can See
Checks whether the given players can see another players.
Patterns: %players% (is|are) [in]visible for %players%
Chance
A condition that randomly succeeds or fails. Valid values are between 0% and 100%, or if the percent sign is omitted between 0 and 1.
Patterns: chance of %number%[(\%)]
Comparison
A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of <type>), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with (was|were) or will be instead of (is|are) respectively, which check different time states of the first expression.
Patterns: [(neither)] %objects% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|>) %objects%
Contains
Checks whether an inventory contains an item, a text contains another piece of text, or a list (e.g. {list variable::*} or 'drops') contains another object.
Patterns: %inventories% (has|have) %item types% [in [(the[ir]|his|her|its)] inventory]
Damage Cause
Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.
Patterns: [the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %damage cause%
Do Respawn Anchors Work
Checks whether or not respawn anchors work in a world.
Patterns: respawn anchors [do[(n't| not)]] work in %worlds%
Egg Will Hatch
Whether the egg will hatch in a Player Egg Throw event.
Patterns: [the] egg (will|will not|won't) hatch
Entity Is Sheared
Checks whether entities are sheared. This condition only works on cows, sheep and snowmen for versions below 1.19.4.
Patterns: %living entities% (is|are) (sheared|shorn)
Entity is Wet
Checks whether an entity is wet or not (in water, rain or a bubble column).
Patterns: %entities% (is|are) wet
Entity is in Liquid
Checks whether an entity is in rain, lava, water or a bubble column.
Patterns: %entities% (is|are) in (water|lava|[a] bubble[ ]column|rain)
Event Cancelled
Checks whether or not the event is cancelled.
Patterns: [the] event is cancel[l]ed
Exists/Is Set
Checks whether a given expression or variable is set.
Patterns: %~objects% (exist[s]|(is|are) set)
Has AI
Checks whether an entity has AI.
Patterns: %living entities% (has|have) (ai|artificial intelligence)
Has Client Weather
Checks whether the given players have a custom client weather
Patterns: %players% (has|have) [a] (client|custom) weather [set]
Has Custom Model Data
Check if an item has a custom model data tag
Patterns: %item types% (has|have) [custom] model data
Has Glowing Text
Checks whether a sign (either a block or an item) has glowing text
Patterns: %blocks/item types% (has|have) glowing text
Has Item Cooldown
Check whether a cooldown is active on the specified material for a specific player.
Patterns: %players% (has|have) [([an] item|a)] cooldown (on|for) %item types%
Has Line of Sight
Checks whether living entities have an unobstructed line of sight to other entities or locations.
Patterns: %living entities% (has|have) [a] [direct] line of sight to %entities/locations%
Has Metadata
Checks whether a metadata holder has a metadata tag.
Patterns: %metadata holders% (has|have) metadata [(value|tag)[s]] %texts%
Has Permission
Test whether a player has a certain permission.
Patterns: %command senders% (has|have) [the] permission[s] %texts%
Has Played Before
Checks whether a player has played on this server before. You can also use on first join if you want to make triggers for new players.
Patterns: %offline players% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)
Has Potion
Checks whether the given living entities have specific potion effects.
Patterns: %living entities% (has|have) potion[s] [effect[s]] %potions%
Has Resource Pack
Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server.
Patterns: %players% (has|have) [a] resource pack [(loaded|installed)]
Has Scoreboard Tag
Checks whether the given entities has the given scoreboard tags.
Patterns: %entities% (has|have) [the] score[ ]board tag[s] %texts%
Ignition Process
Checks if a creeper is going to explode.
Patterns: [creeper[s]] %living entities% ((is|are)|(isn't|is not|aren't|are not)) going to explode
Is Alive
Checks whether an entity is alive. Works for non-living entities too.
Patterns: %entities% (is|are) (alive|dead)
Is Banned
Checks whether a player or IP is banned.
Patterns: %offline players/texts% (is|are) banned
Is Bed/Anchor Spawn
Checks what the respawn location of a player in the respawn event is.
Patterns: [the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)
Is Block
Checks whether an item is a block.
Patterns: %item types% (is|are) ([a] block|blocks)
Is Block Redstone Powered
Checks if a block is indirectly or directly powered by redstone
Patterns: %blocks% (is|are) redstone powered
Is Blocking
Checks whether a player is blocking with their shield.
Patterns: %players% (is|are) (blocking|defending) [with [a] shield]
Is Burning
Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava.
Patterns: %entities% (is|are) (burning|ignited|on fire)
Is Charged
Checks if a creeper is charged (powered).
Patterns: %living entities% (is|are) (charged|powered)
Is Climbing
Whether a living entity is climbing, such as a spider up a wall or a player on a ladder.
Patterns: %living entities% (is|are) climbing
Is Edible
Checks whether an item is edible.
Patterns: %item types% (is|are) edible
Is Empty
Checks whether an inventory, an inventory slot, or a text is empty.
Patterns: %inventories/slots/texts% (is|are) empty
Is Enchanted
Checks whether an item is enchanted.
Patterns: %item types% (is|are) enchanted [with %enchantment type%]
Is Flammable
Checks whether an item is flammable.
Patterns: %item types% (is|are) flammable
Is Flying
Checks whether a player is flying.
Patterns: %players% (is|are) flying
Is Frozen
Checks whether an entity is frozen.
Patterns: %entities% (is|are) frozen
Is Fuel
Checks whether an item can be used as fuel in a furnace.
Patterns: %item types% (is|are) [furnace] fuel
Is Gliding
Checks whether a living entity is gliding.
Patterns: %living entities% (is|are) gliding
Is Hand Raised
Checks whether an entity has one or both of their hands raised. Hands are raised when an entity is using an item (eg: blocking, drawing a bow, eating).
Patterns: %living entities%'[s] [main] hand[s] (is|are) raised
Is Holding
Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding <item type>' instead.
Patterns: [%living entities%] ha(s|ve) %item types% in [main] hand
Is Incendiary
Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event.
Patterns: %entities% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)
Is Infinite
Checks whether potion effects are infinite.
Patterns: %potion effects% (is|are) infinite
Is Interactable
Checks wether or not a block is interactable.
Patterns: %item types% (is|are) interactable
Is Invisible
Checks whether a living entity is invisible.
Patterns: %living entities% (is|are) (invisible|visible)
Is Invulnerable
Checks whether an entity is invulnerable.
Patterns: %entities% (is|are) invulnerable
Is Jumping
Checks whether a living entity is jumping. This condition does not work on players.
Patterns: %living entities% (is|are) jumping
Is Leashed
Checks to see if an entity is currently leashed.
Patterns: %living entities% (is|are) leashed
Is Loaded
Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16.
Patterns: chunk[s] %directions% [%locations%] (is|are)[((n't| not))] loaded
Is Member/Owner of Region
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed.
Patterns: %offline players% (is|are) ([a] member|[(the|an)] owner) of [[the] region] %regions%
Is Normalized
Checks whether a vector is normalized i.e. length of 1
Patterns: %vectors% (is|are) normalized
Is Occluding
Checks whether an item is a block and completely blocks vision.
Patterns: %item types% (is|are) occluding
Is Online
Checks whether a player is online.
Patterns: %offline players% (is|are) (online|offline)
Is Operator
Checks whether a player is a server operator.
Patterns: %offline players% (is|are) [[a] server|an] op[erator][s]
Is Passable
Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with.
Patterns: %blocks% (is|are) passable
Is Plugin Enabled
Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled.
Patterns: plugin[s] %texts% (is|are) enabled
Is Poisoned
Checks whether an entity is poisoned.
Patterns: %living entities% (is|are) poisoned
Is Preferred Tool
Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore.
Patterns: %item types% (is|are) %blocks/block datas%'s preferred tool[s]
Is Riding
Tests whether an entity is riding another or is in a vehicle.
Patterns: %entities% (is|are) riding [%entity types%]
Is Riptiding
Checks to see if an entity is currently using the Riptide enchantment.
Patterns: %living entities% (is|are) riptiding
Is Script Loaded
Check if the current script, or another script, is currently loaded.
Patterns: script[s] [%texts%] (is|are) loaded
Is Silent
Checks whether an entity is silent i.e. its sounds are disabled.
Patterns: %entities% (is|are) silent
Is Sleeping
Checks whether a player is sleeping.
Patterns: %players% (is|are) sleeping
Is Slime Chunk
Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see the Minecraft wiki.
Patterns: %chunk% (is|are) ([a] slime chunk|slime chunks|slimey)
Is Sneaking
Checks whether a player is sneaking.
Patterns: %players% (is|are) sneaking
Is Solid
Checks whether an item is solid.
Patterns: %item types% (is|are) solid
Is Sprinting
Checks whether a player is sprinting.
Patterns: %players% (is|are) sprinting
Is Stackable
Checks whether an item is stackable.
Patterns: %item stacks% (is|are) stackable
Is Swimming
Checks whether a living entity is swimming.
Patterns: %living entities% (is|are) swimming
Is Tameable
Check if an entity is tameable.
Patterns: %living entities% (is|are) tameable
Is Transparent
Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate.
Patterns: %item types% (is|are) transparent
Is Unbreakable
Checks whether an item is unbreakable.
Patterns: %item types% (is|are) unbreakable
Is Valid
Checks whether an entity has died or been despawned for some other reason.
Patterns: %entities% (is|are) valid
Is Wearing
Checks whether a player is wearing some armour.
Patterns: %living entities% (is|are) wearing %item types%
Is Whitelisted
Whether or not the server or a player is whitelisted.
Patterns: [the] server (is|is(n't| not)) white[ ]listed
Is Within
Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the is between condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations.
Patterns: %locations% (is|are) within %location% and %location%
Is Within Radius
Checks whether a location is within a certain radius of another location.
Patterns: %locations% (is|are) within %number% (block|metre|meter)[s] (around|of) %locations%
Is a Skript command
Checks whether a command/string is a custom Skript command.
Patterns: %text% (is|are) [a] s(k|c)ript (command|cmd)
Is of Type
Checks whether an item of an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper').
Patterns: %item stacks/entities% (is|are) of type[s] %entity types/entity types%
Is on Ground
Checks whether an entity is on ground.
Patterns: %entities% (is|are) on [the] ground
Left Handed
Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed. Paper 1.17.1+ is required for non-player entities.
Patterns: %living entities% (is|are) (left|right)( |-)handed
Matches
Checks whether the defined strings match the input regexes (Regular expressions).
Patterns: %texts% (match[es]|do[es](n't| not) match) %texts%
PvP
Checks the PvP state of a world.
Patterns: (is PvP|PvP is) enabled [in %worlds%]
Region Contains
Checks whether a location is contained in a particular region. This condition requires a supported regions plugin to be installed.
Patterns: [[the] region] %regions% contain[s] %directions% %locations%
Resource Pack
Checks state of the resource pack in a resource pack request response event.
Patterns: [the] resource pack (was|is|has) [been] %resource pack state%
Running Minecraft
Checks if current Minecraft version is given version or newer.
Patterns: running [below] minecraft %text%
Starts/Ends With
Checks if a text starts or ends with another.
Patterns: %texts% (start|end)[s] with %texts%
Time
Tests whether a given real time was more or less than some time span ago.
Patterns: %date% (was|were)( more|(n't| not) less) than %time span% [ago]
Action Bar
Sends an action bar message to the given player(s).
Patterns: send [the] action[ ]bar [with text] %text% [to %players%]
Apply Bone Meal
Applies bone meal to a crop, sapling, or composter
Patterns: apply [%number%] bone[ ]meal[s] [to %blocks%]
Ban
Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied.Note that banning people does not kick them from the server. Consider using the kick effect after applying a ban.
Patterns: ban %texts/offline players% [(by reason of|because [of]|on account of|due to) %text%] [for %time span%]
Break Block
Breaks the block and spawns items as if a player had mined itYou can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone)
Patterns: break %blocks% [naturally] [using %item type%]
Broadcast
Broadcasts a message to the server.
Patterns: broadcast %objects% [(to|in) %worlds%]
Cancel Active Item
Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow.
Patterns: (cancel|interrupt) [the] us[ag]e of %living entities%'[s] [active|current] item
Cancel Command Cooldown
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.
Patterns: (cancel|ignore) [the] [current] [command] cooldown
Cancel Drops
Cancels drops of items or experiences in a death or block break event. Please note that this doesn't keep items or experiences of a dead player. If you want to do that, use the Keep Inventory / Experience effect.
Patterns: (cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])]
Cancel Event
Cancels the event (e.g. prevent blocks from being placed, or damage being taken).
Patterns: cancel [the] event
Change: Set/Add/Remove/Delete/Reset
A very general effect that can change many expressions. Many expressions can only be set and/or deleted, while some can have things added to or removed from them.
Patterns: (add|give) %objects% to %~objects%
Charge Creeper
Charges or uncharges a creeper. A creeper is charged when it has been struck by lightning.
Patterns: make %living entities% [a[n]] (charged|powered|((un|non[-])charged|(un|non[-])powered)) [creeper[s]]
Color Items
Colors items in a given color. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order (red, green, blue), where (0,0,0) is black and (255,255,255) is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect.
Patterns: (dye|colo[u]r|paint) %item types% %color%
Command
Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy.
Patterns: [execute] [the] [bungee[cord]] command[s] %texts% [by %command senders%]
Connect
Connects a player to another bungeecord server
Patterns: connect %players% to [server] %text%
Continue
Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one.
Patterns: continue [this loop|[the] [current] loop]
Copy Into Variable
Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. Note: Copying a value into a variable/list will overwrite the existing data.
Patterns: copy %~objects% [in]to %~objects%
Damage/Heal/Repair
Damage/Heal/Repair an entity, or item.
Patterns: damage %living entities/item types% by %number% [heart[s]] [with fake cause %damage cause%]
Delay
Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with ban player → wait 7 days → unban player will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays!
Patterns: (wait|halt) [for] %time span%
Do If
Execute an effect if a condition is true.
Patterns: <.+> if <.+>
Drop
Drops one or more items.
Patterns: drop %item types/experience points% [%directions% %locations%] [without velocity]
Enable/Disable/Reload Script File
Enables, disables, or reloads a script file.
Patterns: ((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %text%
Enchant/Disenchant
Enchant or disenchant an existing item.
Patterns: enchant %~item types% with %enchantment types%
Equip
Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing.
Patterns: equip [%living entities%] with %item types%
Exit
Exits a given amount of loops and conditionals, or the entire trigger.
Patterns: (exit|stop) [trigger]
Explode Creeper
Starts the explosion process of a creeper or instantly explodes it.
Patterns: instantly explode [creeper[s]] %living entities%
Explosion
Creates an explosion of a given force. The Minecraft Wiki has an article on explosions which lists the explosion forces of TNT, creepers, etc. Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0. Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks.
Patterns: [(create|make)] [an] explosion (of|with) (force|strength|power) %number% [%directions% %locations%] [with fire]
Feed
Feeds the specified players.
Patterns: feed [the] %players% [by %number% [beef[s]]]
Force Attack
Makes a living entity attack an entity with a melee attack.
Patterns: make %living entities% attack %entity%
Force Respawn
Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt.
Patterns: force %players% to respawn
Handedness
Make mobs left or right-handed. This does not affect players.
Patterns: make %living entities% (left|right)( |-)handed
Hide Player from Server List
Hides a player from the hover list and decreases the online players count (only if the player count wasn't changed before).
Patterns: hide %players% (in|on|from) [the] server list
Ignite/Extinguish
Lights entities on fire or extinguishes them.
Patterns: (ignite|set fire to) %entities% [for %time span%]
Keep Inventory / Experience
Keeps the inventory or/and experiences of the dead player in a death event.
Patterns: keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]
Kick
Kicks a player from the server.
Patterns: kick %players% [(by reason of|because [of]|on account of|due to) %text%]