Input stringlengths 10 1.56k | Instruction stringlengths 2 70 | Output stringlengths 2 1.79k |
|---|---|---|
Checks if a block is indirectly or directly powered by redstone | Is Block Redstone Powered | %blocks% (is|are) redstone powered |
Checks whether a player is blocking with their shield. | Is Blocking | %players% (is|are) (blocking|defending) [with [a] shield] |
Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava. | Is Burning | %entities% (is|are) (burning|ignited|on fire) |
Checks if a creeper is charged (powered). | Is Charged | %living entities% (is|are) (charged|powered) |
Whether a living entity is climbing, such as a spider up a wall or a player on a ladder. | Is Climbing | %living entities% (is|are) climbing |
Checks whether an item is edible. | Is Edible | %item types% (is|are) edible |
Checks whether an inventory, an inventory slot, or a text is empty. | Is Empty | %inventories/slots/texts% (is|are) empty |
Checks whether an item is enchanted. | Is Enchanted | %item types% (is|are) enchanted [with %enchantment type%] |
Checks whether an item is flammable. | Is Flammable | %item types% (is|are) flammable |
Checks whether a player is flying. | Is Flying | %players% (is|are) flying |
Checks whether an entity is frozen. | Is Frozen | %entities% (is|are) frozen |
Checks whether an item can be used as fuel in a furnace. | Is Fuel | %item types% (is|are) [furnace] fuel |
Checks whether a living entity is gliding. | Is Gliding | %living entities% (is|are) gliding |
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). | Is Hand Raised | %living entities%'[s] [main] hand[s] (is|are) raised |
Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding <item type>' instead. | Is Holding | [%living entities%] ha(s|ve) %item types% in [main] hand |
Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event. | Is Incendiary | %entities% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion) |
Checks whether potion effects are infinite. | Is Infinite | %potion effects% (is|are) infinite |
Checks wether or not a block is interactable. | Is Interactable | %item types% (is|are) interactable |
Checks whether a living entity is invisible. | Is Invisible | %living entities% (is|are) (invisible|visible) |
Checks whether an entity is invulnerable. | Is Invulnerable | %entities% (is|are) invulnerable |
Checks whether a living entity is jumping. This condition does not work on players. | Is Jumping | %living entities% (is|are) jumping |
Checks to see if an entity is currently leashed. | Is Leashed | %living entities% (is|are) leashed |
Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16. | Is Loaded | chunk[s] %directions% [%locations%] (is|are)[((n't| not))] loaded |
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed. | Is Member/Owner of Region | %offline players% (is|are) ([a] member|[(the|an)] owner) of [[the] region] %regions% |
Checks whether a vector is normalized i.e. length of 1 | Is Normalized | %vectors% (is|are) normalized |
Checks whether an item is a block and completely blocks vision. | Is Occluding | %item types% (is|are) occluding |
Checks whether a player is online. | Is Online | %offline players% (is|are) (online|offline) |
Checks whether a player is a server operator. | Is Operator | %offline players% (is|are) [[a] server|an] op[erator][s] |
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. | Is Passable | %blocks% (is|are) passable |
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... | Is Plugin Enabled | plugin[s] %texts% (is|are) enabled |
Checks whether an entity is poisoned. | Is Poisoned | %living entities% (is|are) poisoned |
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. | Is Preferred Tool | %item types% (is|are) %blocks/block datas%'s preferred tool[s] |
Tests whether an entity is riding another or is in a vehicle. | Is Riding | %entities% (is|are) riding [%entity types%] |
Checks to see if an entity is currently using the Riptide enchantment. | Is Riptiding | %living entities% (is|are) riptiding |
Check if the current script, or another script, is currently loaded. | Is Script Loaded | script[s] [%texts%] (is|are) loaded |
Checks whether an entity is silent i.e. its sounds are disabled. | Is Silent | %entities% (is|are) silent |
Checks whether a player is sleeping. | Is Sleeping | %players% (is|are) sleeping |
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. | Is Slime Chunk | %chunk% (is|are) ([a] slime chunk|slime chunks|slimey) |
Checks whether a player is sneaking. | Is Sneaking | %players% (is|are) sneaking |
Checks whether an item is solid. | Is Solid | %item types% (is|are) solid |
Checks whether a player is sprinting. | Is Sprinting | %players% (is|are) sprinting |
Checks whether an item is stackable. | Is Stackable | %item stacks% (is|are) stackable |
Checks whether a living entity is swimming. | Is Swimming | %living entities% (is|are) swimming |
Check if an entity is tameable. | Is Tameable | %living entities% (is|are) tameable |
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. | Is Transparent | %item types% (is|are) transparent |
Checks whether an item is unbreakable. | Is Unbreakable | %item types% (is|are) unbreakable |
Checks whether an entity has died or been despawned for some other reason. | Is Valid | %entities% (is|are) valid |
Checks whether a player is wearing some armour. | Is Wearing | %living entities% (is|are) wearing %item types% |
Whether or not the server or a player is whitelisted. | Is Whitelisted | [the] server (is|is(n't| not)) white[ ]listed |
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. | Is Within | %locations% (is|are) within %location% and %location% |
Checks whether a location is within a certain radius of another location. | Is Within Radius | %locations% (is|are) within %number% (block|metre|meter)[s] (around|of) %locations% |
Checks whether a command/string is a custom Skript command. | Is a Skript command | %text% (is|are) [a] s(k|c)ript (command|cmd) |
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'). | Is of Type | %item stacks/entities% (is|are) of type[s] %entity types/entity types% |
Checks whether an entity is on ground. | Is on Ground | %entities% (is|are) on [the] ground |
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. | Left Handed | %living entities% (is|are) (left|right)( |-)handed |
Checks whether the defined strings match the input regexes (Regular expressions). | Matches | %texts% (match[es]|do[es](n't| not) match) %texts% |
Checks the PvP state of a world. | PvP | (is PvP|PvP is) enabled [in %worlds%] |
Checks whether a location is contained in a particular region. This condition requires a supported regions plugin to be installed. | Region Contains | [[the] region] %regions% contain[s] %directions% %locations% |
Checks state of the resource pack in a resource pack request response event. | Resource Pack | [the] resource pack (was|is|has) [been] %resource pack state% |
Checks if current Minecraft version is given version or newer. | Running Minecraft | running [below] minecraft %text% |
Checks if a text starts or ends with another. | Starts/Ends With | %texts% (start|end)[s] with %texts% |
Tests whether a given real time was more or less than some time span ago. | Time | %date% (was|were)( more|(n't| not) less) than %time span% [ago] |
Sends an action bar message to the given player(s). | Action Bar | send [the] action[ ]bar [with text] %text% [to %players%] |
Applies bone meal to a crop, sapling, or composter | Apply Bone Meal | apply [%number%] bone[ ]meal[s] [to %blocks%] |
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 ... | Ban | ban %texts/offline players% [(by reason of|because [of]|on account of|due to) %text%] [for %time span%] |
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) | Break Block | break %blocks% [naturally] [using %item type%] |
Broadcasts a message to the server. | Broadcast | broadcast %objects% [(to|in) %worlds%] |
Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow. | Cancel Active Item | (cancel|interrupt) [the] us[ag]e of %living entities%'[s] [active|current] item |
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown. | Cancel Command Cooldown | (cancel|ignore) [the] [current] [command] cooldown |
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. | Cancel Drops | (cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])] |
Cancels the event (e.g. prevent blocks from being placed, or damage being taken). | Cancel Event | cancel [the] event |
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. | Change: Set/Add/Remove/Delete/Reset | (add|give) %objects% to %~objects% |
Charges or uncharges a creeper. A creeper is charged when it has been struck by lightning. | Charge Creeper | make %living entities% [a[n]] (charged|powered|((un|non[-])charged|(un|non[-])powered)) [creeper[s]] |
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 Items | (dye|colo[u]r|paint) %item types% %color% |
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. | Command | [execute] [the] [bungee[cord]] command[s] %texts% [by %command senders%] |
Connects a player to another bungeecord server | Connect | connect %players% to [server] %text% |
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. | Continue | continue [this loop|[the] [current] loop] |
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. | Copy Into Variable | copy %~objects% [in]to %~objects% |
Damage/Heal/Repair an entity, or item. | Damage/Heal/Repair | damage %living entities/item types% by %number% [heart[s]] [with fake cause %damage cause%] |
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! | Delay | (wait|halt) [for] %time span% |
Execute an effect if a condition is true. | Do If | <.+> if <.+> |
Drops one or more items. | Drop | drop %item types/experience points% [%directions% %locations%] [without velocity] |
Enables, disables, or reloads a script file. | Enable/Disable/Reload Script File | ((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %text% |
Enchant or disenchant an existing item. | Enchant/Disenchant | enchant %~item types% with %enchantment types% |
Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing. | Equip | equip [%living entities%] with %item types% |
Exits a given amount of loops and conditionals, or the entire trigger. | Exit | (exit|stop) [trigger] |
Starts the explosion process of a creeper or instantly explodes it. | Explode Creeper | instantly explode [creeper[s]] %living entities% |
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... | Explosion | [(create|make)] [an] explosion (of|with) (force|strength|power) %number% [%directions% %locations%] [with fire] |
Feeds the specified players. | Feed | feed [the] %players% [by %number% [beef[s]]] |
Makes a living entity attack an entity with a melee attack. | Force Attack | make %living entities% attack %entity% |
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. | Force Respawn | force %players% to respawn |
Make mobs left or right-handed. This does not affect players. | Handedness | make %living entities% (left|right)( |-)handed |
Hides a player from the hover list and decreases the online players count (only if the player count wasn't changed before). | Hide Player from Server List | hide %players% (in|on|from) [the] server list |
Lights entities on fire or extinguishes them. | Ignite/Extinguish | (ignite|set fire to) %entities% [for %time span%] |
Keeps the inventory or/and experiences of the dead player in a death event. | Keep Inventory / Experience | keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])] |
Kicks a player from the server. | Kick | kick %players% [(by reason of|because [of]|on account of|due to) %text%] |
Kills an entity. Note: This effect does not set the entity's health to 0 (which causes issues), but damages the entity by 100 times its maximum health. | Kill | kill %entities% |
Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in. | Knockback | (apply knockback to|knock[back]) %living entities% [%direction%] [with (strength|force) %number%] |
Launch firework effects at the given location(s). | Launch firework | (launch|deploy) [[a] firework [with effect[s]]] %firework effects% at %locations% [([with] (duration|power)|timed) %number%] |
Leash living entities to other entities. | Leash entities | (leash|lead) %living entities% to %entity% |
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