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Tag Cheatsheet

For: advanced users. Every engine tag on one page; full rules live in the reference pages.

Every engine tag, one line each. Signatures show the common shape.

Reference Pages

Tag Cheat Sheet

Basic

Tag Meaning
<p> The participating player's name.
<id> Name of the running modifier (or trigger).
<args:0> Trigger's event arg by index; bare <args> reads 0.
<placeholder:key> PlaceholderAPI (or in-house jmanhunt_*) value as a tag.
<random-mob> Random spawnable entity type, lowercase.
<random-item> Random item material, lowercase.
<random-num:4,12> Random whole number in range, order free.
<random-pick:a,b> One random item from the list (<random-pick:[a,b]> works too).
<weighted-pick:[[10.0, dirt], [2.0, diamond]]> One payload drawn by weight; zero and negative weights never win. Payloads ride verbatim, so nested lists like [diamond, 3, 5] survive.
<weighted-picks:list,n,unique> n payloads as a list. Repeats allowed unless unique is true, which draws without replacement and clamps n to the winnable entries.
<random-player> One random participant.
<all-players> Every participant as a name list (:ROLE filters).

Messages and Sounds

Tag Meaning
<gmessage:text> Send text to every participant; leaves nothing behind (alias <gmsg>).
<pmessage:player,text> Send text to one player (alias <pmsg>).
<rmessage:role,text> Send text to one role (ALL sends to both; alias <rmsg>).
<gsound:id,pitch,volume> Play a sound for every participant.
<psound:player,id,pitch,volume> Play a sound for one player.
<rsound:role,id,pitch,volume> Play a sound for one role (ALL plays for both).
<gmsg:[enabled,text]> (+ pmsg, rmsg forms) Sends only when the gate is true or 1, else skips silently.
<gsound:[enabled,id,pitch,volume]> (+ psound, rsound) Plays only when the gate is true or 1, else skips silently.
<gerror:text> Error-colored text to all, empty (alias <gerrormessage>).
<perror:player,text> Error-colored text to one player (alias <perrormessage>).
<rerror:role,text> Error-colored text to one role (alias <rerrormessage>).

Messages arrive in the running modifier's broadcast color; an explicit leading color still wins (see Messages and Sounds).

Effects

Tag Meaning
<peffect:player,effects,hide> Potion effects for one player, empty (alias <peff>).
<geffect:effects,hide> Potion effects for everyone online, empty (alias <geff>).
<reffect:role,effects,hide> Potion effects for one role, empty (alias <reff>).

Stats and Roster

Tag Meaning
<pstat:player,key> One player's stat (health, hunger, ...).
<gstat:key> Match-wide stat (duration, ...).
<phasitem:player,item,count> true when the player holds count of item.
<pcountitem:player,item> Decimal held count, 0 when offline or unknown.
<pheld:player> Main-hand material, else null.
<active-players:ROLE> Eligible names as a list (ALL lists both sides).
<plocation:player> Player spot as [x, y, z, world, pitch, yaw].
<overlap-players:origin,role,radius,max> Names near an origin, nearest first.
<nearby-players:player,role,radius,max> Names near a player, sender excluded.
<pworld:player> nether, end, or the raw world name (<world:player> alias).
<px:player> Single coords (py, pz, pyaw, ppitch).
<pdirx:player> Look-direction components (pdiry, pdirz).
<prole:player> HUNTER or SPEEDRUNNER, else null.
<peliminated:player> true when eliminated or never in the game, else false.
<rcolor:role> The role's color as <#rrggbb>, else null (any role, no match needed).
<distance:loc1,loc2> 3D distance on xyz; cross-dimension full lists yield silent null.
<ismobhostile:type> true when the entity type is hostile (ZOMBIE, GHAST, ...).

Math

Tag Meaning
<min:a,b> The smaller number.
<max:a,b> The larger number.
<clamp:x,low,high> x clamped into range.
<floor:2.7> 2, rounds down.
<ceil:2.3> 3, rounds up.
<round:2.5> 3, rounds half up.
<abs:-4> 4.
<sign:-4> -1, else 0 or 1.
<sqrt:9> 3, square root (null for negatives).
<cbrt:-8> -2, cube root.
<cos:0> 1; <sin> and <tan> likewise take radians.
<arcsin:1> About 1.5708; inverse trig returns radians (null outside [-1, 1]).
<arccos:1> 0 (<acos> alias); <arctan:1> is about 0.7854.
<sec:0> 1; <csc> and <cot> are the other reciprocals.
<asec:2> About 1.0472; <acsc> and <acot> likewise invert.
<log:100> 2, base-10 (<log10> alias); <ln:10> is the natural log.
<easein:0.5> 0.25; <easeout:0.5> is 0.75, <easeinout:0.25> is 0.125.
<radtodeg:3.1416> About 180 (<r2d> alias).
<degtorad:180> About 3.1416 (<d2r> alias).
<atan2:1,1> About 0.7854, quadrant-aware arctangent of y,x.
<lerp:0,10,0.5> 5, linear blend (unclamped t).
<smoothstep:0,1,0.5> 0.5, Hermite blend with clamped x.
<smootherstep:0,1,0.5> 0.5, quintic blend with clamped x.
<sum:1,2,3> 6, total of one or more numbers.
<average:1,2,3> 2, mean (<avg> alias).
<median:1,3,2> 2, middle value (even counts average).
<pi> About 3.1416; <e> is about 2.7183.
<root:16,4> 2, the nth root of x.
<range:1,5> [1, 2, 3, 4], Python style.
<len:list> Item count, 0 when no list.
<format:"{0} found {1}",[Alex,gold]> Plain {n} substitution, silent on mismatch.
<format> mismatch rules Missing indexes, {x}, and stray braces stay verbatim silently; {0:D}-style specifiers stay literal; malformed shape warns plus null.

Conditions

Tag Meaning
<if:"a == b","y","n"> y when the condition holds, else n (else omittable).
<switch:value,case,result,...> First matching result (or trailing default); other arms never run.

Lists

Tag Meaning
<list.append:list,x> Append x, store back, empty.
<list.get:list,index> Item at index, null when missing.
<list.set:list,index,x> Set index, store back, empty.
<list.remove:list,x> Remove first x, true/false.
<list.contains:list,x> true when x is an item.
<list.clear:list> Empty the list, store back.
<list.pop:list> Remove and return the first item.
<list.shuffle:list> Shuffle, store back, empty.
<list.filter:list,cond> Items whose condition is true (<i> bound).
<list.reverse:list> Reversed copy.
<list.join:list,sep> Items joined with sep.
<list.slice:list,start,end> Python-style slice.
<list.first:list> First item, null when empty.
<list.last:list> Last item, null when empty.

Every list.* op also answers to its l.* shorthand (<l.get>, ...): same implementation, same write-back.

Maps

A map is an association list [[k, v], ...] in insertion order. Every map.* op also answers to its m.* shorthand. Keys match verbatim and case-sensitively; a missing key reads a silent null.

Tag Meaning
<map.get:map,key> Value for the key, null when missing.
<map.add:map,key,value> Upsert the key, store back, empty.
<map.set:map,key,value> Upsert the key, store back, empty.
<map.remove:map,key> Drop the key, true/false.
<map.contains:map,key> true when the key exists.
<map.keys:map> Keys in order.
<map.values:map> Values in order.
<map.size:map> Entry count (same as <len>).
<map.clear:map> Empty the map, store back.

add and set are identical: an existing key swaps its value in place, else the pair appends. Mutating ops write back on verbatim flag references. Malformed pairs skip silently on reads.

Sets

A set rides a plain list and reads deduped in first-occurrence order. Membership matches verbatim and case-sensitively.

Tag Meaning
<set.add:set,x> Add the member, store back, empty (dupes no-op).
<set.remove:set,x> Drop the member, true/false.
<set.contains:set,x> true when x is a member.
<set.size:set> Member count.
<set.clear:set> Empty the set, store back.
<set.tolist:set> Members in order.

Strings

Tag Meaning
<str.join:list,sep> Same join as <list.join>.
<str.split:text,delim> Literal split to a list.
<str.lower:text> Lowercase.
<str.upper:text> Uppercase.
<str.contains:text,needle> true when held (case-sensitive).
<str.slice:hello,1,4> ell; negatives count back, out-of-range clamps.
<str.matches:aaa,a+> true when the full text matches the regex.
<string.listformat:list> a, b, and c with mod-color items, gray separators.

Cooldowns

Tag Meaning
<pcooldown:player,key,seconds> true when ready, stamps.
<pcooldown.get:player,key,seconds> Seconds left, else 0.
<pcooldown.reset:player,key> Clears, true.
<gcooldown:key,seconds> Match-wide gate, true when ready.
<gcooldown.get:key,seconds> Seconds left, else 0.
<gcooldown.reset:key> Clears, true.

Vectors

Tag Meaning
<vec.add:a,b> Element-wise sum.
<vec.sub:a,b> A minus B.
<vec.mult:vec,scalar> Scaled vector.
<vec.normalize:vec> Unit vector ([0, 0, 0] for zero).
<vec.sqrdist:a,b> Squared distance.
<vec.dist:a,b> Euclidean distance.
<vec.sqrdist2d:a,b> Squared XZ distance.
<vec.dist2d:a,b> Euclidean XZ distance.
<vec.dot:a,b> Dot product.
<vec.cross:a,b> Cross product.
<loc.shift:loc,dir,dist> Shifted location, world and angles carried.
<pdir:player> Unit look direction, else null.
<ploc:player> Alias of <plocation:player>.
<raycast:point,dir,reach,mask> True/false raycast layer hit.

Players

Tag Meaning
<pstate:player,state> true/false for SNEAK, SPRINT, GLIDE, SWIM, GROUND, IDLE.
<plos:player,target,maxdist,maxangle> true when the target is in line of sight.
<pstandingon:player> Upper-case block below the feet (AIR over void).
<pblock:player,type> Lower-case block id at under, feet, or head (default under).
<pismoving:player> true when the player moved since this modifier last checked.
<premoveitem:player,item,count> Remove count when held (default 1), true/false.
<puuid:player> Mojang id as four ints in NBT int-array order.
<ptitle:player,title,sub> Center title, empty (optional stay, in, out seconds).
<pslot:player,slot> Get [MATERIAL, qty], null when empty.
<pslot:player,slot,item> Set from [material, qty] or bare material, empty.
<pstat:player,exp-level> Vanilla experience level.
<pstat:player,damage-dealt> Damage dealt this match in health points (20 is 10 hearts).
<pstat:player,crafts> Craft actions this match (one per craft, regardless of result size).
<pstat:player,blocks-broken> Blocks broken this match (one per break, placed blocks count).

Flags

Tag Meaning
<gflag:name,value> Match-wide flag (alias <gf>).
<pflag:name,value> Per-player flag (alias <pf>).
<lflag:name,value> Run-only flag (alias <lf>).
<rflag:role,name,value> Flag of the named role (ALL fans out sets, reads consensus).
<default:value,fallback> Fallback when blank or null.

Loops and Functions

Tag Meaning
<while:cond,body> Repeat the body while the condition holds.
<for:[a,b],body> Run the body per item with the item behind <i>.
<i> Innermost for-loop item, else null.
<def:double,x+x,x> Run-local function.
<run:say hi> Run a console command, empty.
<runblock:id> Run a behavior block of this modifier, empty. Extra parts rebind <args:N> inside (see Calling Behaviors).

Match Control

Tag Meaning
<loseplayer:player,reason> Eliminate a player, empty.
<win:ROLE,reason> End the match for a role, empty.
<pswitch:player,ROLE> Switch a player to a role, empty.

Shared Max Health

Tag Meaning
<pmaxhp.set:player,id,amount> Write exactly amount for that id, empty.
<pmaxhp.modify:player,id,delta> Add delta to that id, empty.
<pmaxhp.get:player,id> Read one id, 0 when unset.
<pmaxhp.clear:player,id> Drop one id (all entries when the id is omitted), empty.

World

Tag Meaning
<pteleport:player,loc> Teleport one online player, empty.
<rteleport:role,loc> Teleport every member of a role (ALL covers both), empty.
<gteleport:loc> Teleport every hunter and speedrunner, empty.
<fill:world,pos1,pos2,material,mode> Fill a cuboid in the named world, empty.
<replace:world,pos1,pos2,source,target> Replace source with target in a cuboid, empty.