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.
Examples:
set block at player to campfire[lit=false] set target block of player to oak stairs[facing=north;waterlogged=true] set block at player to grass_block[snowy=true] set loop-block to minecraft:chest[facing=north] set block above player to oak_log[axis=y] set target block of player to minecraft:oak_leaves[distance=2;persistent=false]
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
Since:
2.2-dev16b, 2.2-dev35 (renamed to click type)
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.
command /push [<player>]: trigger: if arg-1 is not set: if command sender is console: send "You can't push yourself as a console :\" to sender stop push sender upwards with force 2 send "Yay!" else: push arg-1 upwards with force 2 send "Yay!" to sender and arg-1
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, flying into a wall, cramming, poison, sonic boom, suffocate, custom, a fire, burning, a projectile, plugin, wither potion effect, block explosion, projectile, wither, dragon's breath
Since:
2.0
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.
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.
Examples:
set the block below the victim to a chest loop blocks from the block infront of the player to the block 10 below the player: set the block behind the loop-block to water
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.
Examples:
entity is a zombie or creeper player is an op projectile is an arrow shoot a fireball from the player
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.
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.
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.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
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).
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
Since:
2.2-dev16
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
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.
Examples:
set tool of player to dirt delete helmet of the victim set the color of the player's tool to green enchant the player's chestplate with projectile protection 5
[<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')
Since:
1.0
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.
Examples:
set {_item} to type of the targeted block {_item} is a torch
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.
Examples:
give 4 torches to the player add all slabs to the inventory of the block player's tool is a diamond sword of sharpness remove a pickaxes of fortune 4 from {stored items::*} set {_item} to 10 of every upside-down stair block is dirt or farmland
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.
<number> $ or $ <number>, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'
Since:
2.0
Requirements:
Vault, an economy plugin that supports Vault
A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance.
Examples:
add 10£ to the player's account remove Fr. 9.95 from the player's money set the victim's money to 0 increase the attacker's balance by the level of the victim * 100
[-]###[.###] (any amount of digits; very large numbers will be truncated though)
Since:
1.0
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.
Examples:
set the player's health to 5.5 set {_temp} to 2*{_temp} - 2.5
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.
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.
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.
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.
Examples:
broadcast "Hello World!" message "Hello %player%" message "The id of ""%type of tool%"" is %id of tool%."
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.
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.
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.
Examples:
every 5 minecraft days: wait a minecraft second and 5 ticks every 10 mc days and 12 hours: halt for 12.7 irl minutes, 12 hours and 120.5 seconds
See the type name patterns of all types - including this one
Since:
2.0
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.
Examples:
{variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 {variable} is a type # check whether the variable contains a type, e.g. number or player {variable} is an object # will always succeed if the variable is set as everything is an object, even types. disable PvP in the event-world kill the loop-entity
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.
Examples:
broadcast "Hello!" to the world "world_nether"
\ No newline at end of file
+ Skript Documentation - 2.6.3
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.
Examples:
set block at player to campfire[lit=false] set target block of player to oak stairs[facing=north;waterlogged=true] set block at player to grass_block[snowy=true] set loop-block to minecraft:chest[facing=north] set block above player to oak_log[axis=y] set target block of player to minecraft:oak_leaves[distance=2;persistent=false]
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
Since:
2.2-dev16b, 2.2-dev35 (renamed to click type)
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.
command /push [<player>]: trigger: if arg-1 is not set: if command sender is console: send "You can't push yourself as a console :\" to sender stop push sender upwards with force 2 send "Yay!" else: push arg-1 upwards with force 2 send "Yay!" to sender and arg-1
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, flying into a wall, cramming, poison, sonic boom, suffocate, custom, a fire, burning, a projectile, plugin, wither potion effect, block explosion, projectile, wither, dragon's breath
Since:
2.0
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.
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.
Examples:
set the block below the victim to a chest loop blocks from the block infront of the player to the block 10 below the player: set the block behind the loop-block to water
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.
Examples:
entity is a zombie or creeper player is an op projectile is an arrow shoot a fireball from the player
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.
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.
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.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
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).
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
Since:
2.2-dev16
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
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.
Examples:
set tool of player to dirt delete helmet of the victim set the color of the player's tool to green enchant the player's chestplate with projectile protection 5
[<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')
Since:
1.0
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.
Examples:
set {_item} to type of the targeted block {_item} is a torch
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.
Examples:
give 4 torches to the player add all slabs to the inventory of the block player's tool is a diamond sword of sharpness remove a pickaxes of fortune 4 from {stored items::*} set {_item} to 10 of every upside-down stair block is dirt or farmland
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.
<number> $ or $ <number>, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'
Since:
2.0
Requirements:
Vault, an economy plugin that supports Vault
A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance.
Examples:
add 10£ to the player's account remove Fr. 9.95 from the player's money set the victim's money to 0 increase the attacker's balance by the level of the victim * 100
[-]###[.###] (any amount of digits; very large numbers will be truncated though)
Since:
1.0
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.
Examples:
set the player's health to 5.5 set {_temp} to 2*{_temp} - 2.5
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.
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.
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.
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.
Examples:
broadcast "Hello World!" message "Hello %player%" message "The id of ""%type of tool%"" is %id of tool%."
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.
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.
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.
Examples:
every 5 minecraft days: wait a minecraft second and 5 ticks every 10 mc days and 12 hours: halt for 12.7 irl minutes, 12 hours and 120.5 seconds
See the type name patterns of all types - including this one
Since:
2.0
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.
Examples:
{variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 {variable} is a type # check whether the variable contains a type, e.g. number or player {variable} is an object # will always succeed if the variable is set as everything is an object, even types. disable PvP in the event-world kill the loop-entity
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.
Examples:
broadcast "Hello!" to the world "world_nether"
\ No newline at end of file
diff --git a/conditions.html b/conditions.html
index b3b3528678f..70fe9698d40 100644
--- a/conditions.html
+++ b/conditions.html
@@ -1 +1 @@
- Skript Documentation - 2.6.3
Tests whether a player is allowed to build at a certain location. This condition requires a supported regions plugin to be installed.
Examples:
command /setblock <material>: description: set the block at your crosshair to a different type trigger: player cannot build at the targeted block: message "You do not have permission to change blocks there!" stop set the targeted block to argument
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.
Examples:
the clicked block is a stone slab or a double stone slab time in the player's world is greater than 8:00 the creature is not an enderman or an ender dragon
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.
Examples:
block contains 20 cobblestone player has 4 flint and 2 iron ingots {list::*} contains 5
[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %damage cause%
Since:
2.0
Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.
Examples:
# make players use their potions of fire resistance whenever they take any kind of fire damage on damage: damage was caused by lava, fire or burning victim is a player victim has a potion of fire resistance cancel event apply fire resistance to the victim for 30 seconds remove 1 potion of fire resistance from the victim # prevent mobs from dropping items under certain circumstances on death: entity is not a player damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison clear drops
%players% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]
Since:
2.4
Requirements:
Paper 1.9 or newer
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.
Checks if a block is indirectly or directly powered by redstone
Examples:
if clicked block is redstone powered: send "This block is well-powered by redstone!" if clicked block is indirectly redstone powered: send "This block is indirectly redstone powered."
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed.
Examples:
on region enter: player is the owner of the region message "Welcome back to %region%!" send "%player% just entered %region%!" to all members of the region
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.
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.
Examples:
if plugin "Vault" is enabled: if plugin "WorldGuard" is not enabled: if plugins "Essentials" and "Vault" are enabled: if plugin "MyBrokenPlugin" is disabled:
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.
Examples:
command /slimey: trigger: if chunk at player is a slime chunk: send "Yeah, it is!" else: send "Nope, it isn't"
# prevent mobs from seeing sneaking players if they are at least 4 meters apart on target: target is sneaking distance of target and the entity is bigger than 4 cancel the event
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.
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').
Examples:
tool is of type {selected type} victim is of type {villager type}
Checks whether the defined strings match the input regexes (Regular expressions).
Examples:
on chat: if message partially matches "\d": send "Message contains a digit!" if message doesn't match "[A-Za-z]+": send "Message doesn't only contain letters!"
on resource pack response: if the resource pack wasn't accepted: kick the player due to "You have to install the resource pack to play in this server!"
%date% (was|were)( more|(n't| not) less) than %time span% [ago]
%date% (was|were)((n't| not) more| less) than %time span% [ago]
Since:
2.0
Tests whether a given real time was more or less than some time span ago.
Examples:
command /command-with-cooldown: trigger: {command::%player's uuid%::last-usage} was less than a minute ago: message "Please wait a minute between uses of this command." stop set {command::%player's uuid%::last-usage} to now # ... actual command trigger here ...
\ No newline at end of file
+ Skript Documentation - 2.6.3
Tests whether a player is allowed to build at a certain location. This condition requires a supported regions plugin to be installed.
Examples:
command /setblock <material>: description: set the block at your crosshair to a different type trigger: player cannot build at the targeted block: message "You do not have permission to change blocks there!" stop set the targeted block to argument
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.
Examples:
the clicked block is a stone slab or a double stone slab time in the player's world is greater than 8:00 the creature is not an enderman or an ender dragon
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.
Examples:
block contains 20 cobblestone player has 4 flint and 2 iron ingots {list::*} contains 5
[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %damage cause%
Since:
2.0
Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.
Examples:
# make players use their potions of fire resistance whenever they take any kind of fire damage on damage: damage was caused by lava, fire or burning victim is a player victim has a potion of fire resistance cancel event apply fire resistance to the victim for 30 seconds remove 1 potion of fire resistance from the victim # prevent mobs from dropping items under certain circumstances on death: entity is not a player damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison clear drops
%players% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]
Since:
2.4
Requirements:
Paper 1.9 or newer
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.
Checks if a block is indirectly or directly powered by redstone
Examples:
if clicked block is redstone powered: send "This block is well-powered by redstone!" if clicked block is indirectly redstone powered: send "This block is indirectly redstone powered."
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed.
Examples:
on region enter: player is the owner of the region message "Welcome back to %region%!" send "%player% just entered %region%!" to all members of the region
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.
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.
Examples:
if plugin "Vault" is enabled: if plugin "WorldGuard" is not enabled: if plugins "Essentials" and "Vault" are enabled: if plugin "MyBrokenPlugin" is disabled:
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.
Examples:
command /slimey: trigger: if chunk at player is a slime chunk: send "Yeah, it is!" else: send "Nope, it isn't"
# prevent mobs from seeing sneaking players if they are at least 4 meters apart on target: target is sneaking distance of target and the entity is bigger than 4 cancel the event
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.
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').
Examples:
tool is of type {selected type} victim is of type {villager type}
Checks whether the defined strings match the input regexes (Regular expressions).
Examples:
on chat: if message partially matches "\d": send "Message contains a digit!" if message doesn't match "[A-Za-z]+": send "Message doesn't only contain letters!"
on resource pack response: if the resource pack wasn't accepted: kick the player due to "You have to install the resource pack to play in this server!"
%date% (was|were)( more|(n't| not) less) than %time span% [ago]
%date% (was|were)((n't| not) more| less) than %time span% [ago]
Since:
2.0
Tests whether a given real time was more or less than some time span ago.
Examples:
command /command-with-cooldown: trigger: {command::%player's uuid%::last-usage} was less than a minute ago: message "Please wait a minute between uses of this command." stop set {command::%player's uuid%::last-usage} to now # ... actual command trigger here ...
\ No newline at end of file
diff --git a/css/styles.css b/css/styles.css
index 30467fb000f..934999c174d 100644
--- a/css/styles.css
+++ b/css/styles.css
@@ -768,7 +768,7 @@ td ul {
}
img#theme-switch {
- width: 40px;
+ width: 45px;
}
#global-navigation>li {
@@ -1019,7 +1019,7 @@ pre code { /* override styling for code blocks */
bottom: 30px;
text-align: right;
display: inline-block;
- width: 50px;
+ width: 60px;
}
#theme-switch:hover {
diff --git a/docs.html b/docs.html
index d3494fff349..7488c33ff6a 100644
--- a/docs.html
+++ b/docs.html
@@ -1 +1 @@
- Skript Documentation - 2.6.3
Returns all of the scripts, or just the enabled or disabled ones.
Examples:
command /scripts: trigger: send "All Scripts: %scripts%" to player send "Loaded Scripts: %enabled scripts%" to player send "Unloaded Scripts: %disabled scripts%" to player
The amount of something. Please note that amount of %items% will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the item amount expression.
Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.
Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list) Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!
Examples:
message "There are %number of all players% players online!"
Only usable in command events. Holds the value of an argument given to the command, e.g. if the command "/tell <player> <text>" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'.
Examples:
give the item-argument to the player-argument damage the player-argument by the number-argument give a diamond pickaxe to the argument add argument 1 to argument 2 heal the last argument
Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc.
Examples:
set the player's health to 10 - the player's health loop (argument + 2) / 5 times: message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%" message "You have %health of player * 2% half hearts of HP!"
A part of a player's armour, i.e. the boots, leggings, chestplate or helmet.
Examples:
set chestplate of the player to a diamond chestplate helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin
Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything.
Examples:
on damage: if attack cooldown of attacker < 1: set damage to 0 send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker
The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event.
Examples:
on damage: victim is a creeper damage the attacked by 1 heart
The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases.
Examples:
on damage: attacker is a player health of attacker is less than or equal to 2 damage victim by 1 heart
The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the altitude (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column).
Examples:
# damage player in deserts constantly every real minute: loop all players: biome at loop-player is desert damage the loop-player by 1
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
Returns the age or max age of a block. 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested.
Examples:
set age of targeted block to max age of targeted block
Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid.
Examples:
loop blocks above the player: loop blocks between the block below the player and the targeted block: set the blocks below the player, the victim and the targeted block to air set all blocks within {loc1} and {loc2} to stone set all blocks within chunk at player to air
Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case
Examples:
"Oops!" in lowercase # oops! "oops!" in uppercase # OOPS! "hellO i'm steve!" in proper case # HellO I'm Steve! "hellO i'm steve!" in strict proper case # Hello I'm Steve! "spAwn neW boSs ()" in camel case # spAwnNeWBoSs() "spAwn neW boSs ()" in strict camel case # spawnNewBoss() "geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer() "geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber() "Hello Player!" in snake case # Hello_Player! "Hello Player!" in lower snake case # hello_player! "Hello Player!" in upper snake case # HELLO_PLAYER! "What is your name?" in kebab case # What-is-your-name? "What is your name?" in lower kebab case # what-is-your-name? "What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME?
Parses <color>s and, optionally, chat styles in a message or removes any colors and chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the send effect.
Examples:
on chat: set message to colored message # Safe; only colors get parsed command /fade <player>: trigger: set display name of the player-argument to uncolored display name of the player-argument command /format <text>: trigger: message formatted text-argument # Safe, because we're sending to whoever used this command
The command that caused an 'on command' event (excluding the leading slash and all arguments)
Examples:
# prevent any commands except for the /exit command during some game on command: if {game::%player%::playing} is true: if the command is not "exit": message "You're not allowed to use commands during the game" cancel the event
main name of command "skript" description of command "help" label of command "pl" usage of command "help" aliases of command "bukkit:help" permission of command "/op" command "op"'s permission message command "sk"'s plugin owner
The player or the console who sent a command. Mostly useful in commands and command events. If the command sender is a command block, its location can be retrieved by using %block's location%
Examples:
make the command sender execute "/say hi!" on command: log "%executor% used command /%command% %arguments%" to "commands.log"
# make all player's compasses target a player stored in {compass::target::%player%} every 5 seconds: loop all players: set the loop-player's compass target to location of {compass::target::%%loop-player%}
Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission.
Examples:
command /home: cooldown: 10 seconds cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%. trigger: teleport player to {home::%player%}
The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'.
Examples:
give a diamond sword of sharpness 3 to the player kill the creeper kill all powered creepers in the wolf's world projectile is an arrow
How much damage is done in a damage event, possibly ignoring armour, criticals and/or enchantments. Can be changed (remember that in Skript '1' is one full heart, not half a heart).
Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks
Examples:
give player diamond sword with damage value 100 set player's tool to diamond hoe damaged by 250 give player diamond sword with damage 700 named "BROKEN SWORD" set {_item} to diamond hoe with damage value 50 named "SAD HOE" set target block of player to wool with data value 1 set target block of player to potato plant with data value 7
The data/damage value of an item/block. Data values of blocks are only supported on 1.12.2 and below. You usually don't need this expression as you can check and set items with aliases easily, but this expression can e.g. be used to "add 1 to data of <item>", e.g. for cycling through all wool colors.
Examples:
set damage value of player's tool to 10 set data value of target block of player to 3 add 1 to the data value of the clicked block reset data value of block at player
if difference between {command::%player%::lastuse} and now is smaller than a minute: message "You have to wait a minute before using this command again!"
thrust the player upwards set the block behind the player to water loop blocks above the player: set {_rand} to a random integer between 1 and 10 set the block {_rand} meters south east of the loop-block to stone block in horizontal facing of the clicked entity from the player is air spawn a creeper 1.5 meters horizontally behind the player spawn a TNT 5 meters above and 2 meters horizontally behind the player thrust the last spawned TNT in the horizontal direction of the player with speed 0.2 push the player upwards and horizontally forward at speed 0.5 push the clicked entity in in the direction of the player at speed -0.5 open the inventory of the block 2 blocks below the player to the player teleport the clicked entity behind the player grow a regular tree 2 meters horizontally behind the player
Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all.
The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event.
All entities in all worlds, in a specific world, in a chunk or in a radius around a certain location, e.g. all players, all creepers in the player's world, or players in radius 100 of the player.
Examples:
kill all creepers in the player's world send "Psst!" to all players within 100 meters of the player give a diamond to all ops heal all tamed wolves in radius 2000 around {town center} delete all monsters in chunk at player
The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above.
Examples:
on damage of player: send "You are wounded!" set victim's attack speed attribute to 2
How much experience was spawned in an experience spawn or block break event. Can be changed.
Examples:
on experience spawn: add 5 to the spawned experience on break of coal ore: clear dropped experience on break of diamond ore: if tool of player = diamond pickaxe: add 100 to dropped experience
The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect.
Examples:
on explode: set the explosion's block yield to 10%
The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read this wiki page for more information
Examples:
on explosion prime: set the yield of the explosion to 10
The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read this wiki page for more information
Examples:
on spawn of a creeper: set the explosive yield of the event-entity to 10
The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike direction which is the exact direction, e.g. '0.5 south and 0.7 east')
Examples:
# makes a bridge loop blocks from the block below the player in the horizontal facing of the player: set loop-block to cobblestone
Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition.
Examples:
send "congrats on being staff!" to all players where [player input has permission "staff"]
Represents the input in a filter expression. For example, if you ran 'broadcast "something" and "something else" where [input is "something"]the condition would be checked twice, using "something" and "something else" as the inputs.
Examples:
send "congrats on being staff!" to all players where [input has permission "staff"]
Represents a 'firework effect' which can be used in the launch firework effect.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this Wikipedia article.
Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a level change event. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event.
Examples:
on teleport: former world was "world_nether" # or 'world was' world will be "world" # or 'world after the event is' on tool change: past tool is an axe the tool after the event will be air on weather change: set {weather::%world%::old} to past weather set {weather::%world%::current} to the new weather
A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use 'block' and not 'furnace', as 'furnace' is not an existing expression.
Examples:
set the fuel slot of the clicked block to a lava bucket set the block's ore slot to 64 iron ore give the result of the block to the player clear the result slot of the block
Returns the hanging entity or remover in hanging break and place events.
Examples:
on break of item frame: if item of hanging entity is diamond pickaxe: cancel event if hanging remover is a player: send "You can't break that item frame!" to hanging remover
Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.
MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not that secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you must specify algorithms that will be used for security reasons!
Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript.
Examples:
command /setpass <text>: trigger: set {password::%uuid of player%} to text-argument hashed with SHA-256 command /login <text>: trigger: if text-argument hashed with SHA-256 is {password::%uuid of player%}: message "Login successful." else: message "Wrong password!"
The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows.
Examples:
set the block at the player's head to air set the block in front of the player's eyes to glass loop blocks in front of the player's head:
The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players).
The currently selected hotbar slot. To retrieve its number use Slot Index expression.
Examples:
message "%player's current hotbar slot%" set player's selected hotbar slot to slot 4 of player send "index of player's current hotbar slot = 1" # second slot from the left
The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a server list ping event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes fake online count) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.
Examples:
on server list ping: clear the hover list add "&aWelcome to the &6Minecraft &aserver!" to the hover list add "" to the hover list # A blank line add "&cThere are &6%online players count% &conline players!" to the hover list
The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the length of the text.
Examples:
set {_first} to the first index of "@" in the text argument if {_s} contains "abc": set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s}
Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices.
Examples:
set {l::*} to "some", "cool" and "values" broadcast "%indices of {l::*}%" # result is 1, 2 and 3
set {_leader-board::first} to 17 set {_leader-board::third} to 30 set {_leader-board::second} to 25 set {_leader-board::fourth} to 42 set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first
Gets the amount of rows/slots, viewers and holder of an inventory.
NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.
Examples:
event-inventory's amount of rows holder of player's top inventory {_inventory}'s viewers
Represents a slot in an inventory. It can be used to change the item in an inventory too.
Examples:
if slot 0 of player is air: set slot 0 of player to 2 stones remove 1 stone from slot 0 of player add 2 stones to slot 0 of player clear slot 1 of player
An item associated with an entity. For dropped item entities, it gets, obviously, the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.),it gets the displayed item. Other entities do not have items associated with them.
Items or blocks of a specific type, useful for looping.
Examples:
loop items of type ore and log: block contains loop-item message "Theres at least one %loop-item% in this block" drop all blocks at the player # drops one of every block at the player
All items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved.
Examples:
loop all items in the player's inventory: loop-item is enchanted remove loop-item from the player set {inventory::%uuid of player%::*} to items in the player's inventory
Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter.
Examples:
message "Online players: %join all players with "" | ""%" # %all players% would use the default "x, y, and z" set {_s::*} to the string argument split at ","
Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
Holds the entity that was spawned most recently with the spawn effect, drop with the drop effect or shot with the shoot effect. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together.
Examples:
spawn a priest set {healer::%spawned priest%} to true shoot an arrow from the last spawned entity ignite the shot projectile drop a diamond sword push last dropped item upwards
When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server.
Examples:
command /onlinefor: trigger: send "You have been online for %difference between player's last login and now%." send "You first joined the server %difference between player's first login and now% ago."
The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. increase the player's level progress by 0.5 will make the player gain a level if their progress was more than 50%.
Examples:
# use the exp bar as mana on rightclick with a blaze rod: player's level progress is larger than 0.2 shoot a fireball from the player reduce the player's level progress by 0.2 every 2 seconds: loop all players: level progress of loop-player is smaller than 0.9: increase level progress of the loop-player by 0.1 else: set level progress of the loop-player to 0.99 on xp spawn: cancel event
Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types.
Examples:
# set vampire players standing in bright sunlight on fire every 5 seconds: loop all players: {vampire::%uuid of loop-player%} is true sunlight level at the loop-player is greater than 10 ignite the loop-player for 5 seconds
The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use head location to get the location of the head.
Examples:
set {home::%uuid of player%} to the location of the player message "You home was set to %player's location% in %player's world%."
# countdown: loop 10 times: message "%11 - loop-number%" wait a second # generate a 10x10 floor made of randomly colored wool below the player: loop blocks from the block below the player to the block 10 east of the block below the player: loop blocks from the loop-block to the block 10 north of the loop-block: set loop-block-2 to any wool
The message of the day in the server list. This can be changed in a server list ping event only. 'default MOTD' returns the default MOTD always and can't be changed.
The count of max players. This can be changed in a server list ping event only. 'real max players' returns the real count of max players of the server always and can't be changed.
Examples:
on server list ping: set the max players count to (online players count + 1)
The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending.
Examples:
on item mend: set the mending repair amount to 100
The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, or the death message on a death event. This expression is mostly useful for being changed.
Examples:
on chat: player has permission "admin" set message to "&c%message%"
on first join: set join message to "Welcome %player% to our awesome server!"
on join: player has played before set join message to "Welcome back, %player%!"
on quit: set quit message to "%player% left this awesome server!"
on death: set the death message to "%player% died!"
Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location.
Examples:
command /stuck: executable by: players trigger: teleport player to the center of player's location send "You're no longer stuck."
How much virtual money a player has (can be changed). This expression requires Vault and a compatible economy plugin to be installed.
Examples:
message "You have %player's money%" # the currency name will be added automatically remove 20$ from the player's balance # replace '$' by whatever currency you use add 200 to the player's account # or omit the currency alltogether
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use set name of <item/inventory> to <text>.
Examples:
give a diamond sword of sharpness 100 named "<gold>Excalibur" to the player set tool of player to the player's tool named "<gold>Wand" set the name of the player's tool to "<gold>Wand" open hopper inventory named "Magic Hopper" to player
The number of uppercase, lowercase, or digit characters in a string.
Examples:
#Simple Chat Filter on chat: if number of uppercase chars in message / length of message > 0.5 cancel event send "<red>Your message has to many caps!" to player
All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:'
Examples:
loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5 loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5 loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4
The amount of online players. This can be changed in a server list ping event only to show fake online player amount. 'real online player count' always returns the real count of online players and can't be changed.
Fake online player count requires PaperSpigot 1.12.2+.
Examples:
on server list ping: # This will make the max players count 5 if there are 4 players online. set the fake max players count to (online players count + 1)
Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the parse error will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a Skript pattern, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You have to save the expression's value in a list variable, e.g. set {parsed::*} to message parsed as "...". - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}.
Examples:
set {var} to line 1 parsed as number on chat: set {var::*} to message parsed as "buying %items% for %money%" if parse error is set: message "%parse error%" else if {var::*} is set: cancel event remove {var::2} from the player's balance give {var::1::*} to the player
The error which caused the last parse operation to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all.
Examples:
set {var} to line 1 parsed as integer if {var} is not set: parse error is set: message "<red>Line 1 is invalid: %last parse error%" else: message "<red>Please put an integer on line 1!"
The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: vehicle
Examples:
#for 1.11 and lower passenger of the minecart is a creeper or a cow the saddled pig's passenger is a player #for 1.11.2+ passengers of the minecart contains a creeper or a cow the boat's passenger contains a pig add a cow and a zombie to passengers of last spawned boat set passengers of player's vehicle to a pig and a horse remove all pigs from player's vehicle clear passengers of boat
Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot).
Examples:
command /ping : trigger: send "%arg-1%'s ping is %arg-1's ping%"
Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan.
Examples:
set {_p} to potion effect of speed of tier 1 without particles for 10 minutes add {_p} to potion effects of player's tool add {_p} to potion effects of target entity add potion effect of speed 1 to potion effects of player
Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1.
Examples:
set {_p::*} to active potion effects of player clear all the potion effects of player clear all the potion effects of player's tool add potion effects of player to potion effects of player's tool add speed to potion effects of target entity remove speed and night vision from potion effects of player
The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions visit wiki.vg. If this protocol version doesn't match with the protocol version of the client, the client will see the version string. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the version string as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.
This can be set in a server list ping event only (increase and decrease effects cannot be used because that wouldn't make sense).
Examples:
on server list ping: set the version string to "<light green>Version: <orange>%minecraft version%" set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always
A random number or integer between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. random number between 2 and 1 will work as well as random number between 1 and 2.
Examples:
set the player's health to a random number between 5 and 10 send "You rolled a %random integer from 1 to 6%!" to the player
All regions at a particular location. This expression requires a supported regions plugin to be installed.
Examples:
On click on a sign: line 1 of the clicked block is "[region info]" set {_regions::*} to regions at the clicked block if {_regions::*} is empty: message "No regions exist at this sign." else: message "Regions containing this sign: <gold>%{_regions::*}%."
Scoreboard tags are simple list of texts stored directly in the data of an entity. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit visit Minecraft Wiki for more info. This is changeable and valid for any type of entity. Also you can use use the Has Scoreboard Tag condition to check whether an entity has the given tags.
Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot).
Examples:
on spawn of a monster: if the spawn reason is mob spawner: add "spawned by a spawner" to the scoreboard tags of event-entity
on death of a monster: if the attacker is a player: if the victim doesn't have the scoreboard tag "spawned by a spawner": add 1$ to attacker's balance
Icon of the server in the server list. Can be set to an icon that loaded using the load server icon effect, or can be reset to the default icon in a server list ping. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed.
Examples:
on script load: set {server-icons::default} to the default server icon
Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.
Examples:
if index of event-slot is 10: send "You bought a pie!"
Returns the entity which is followed by the camera of the player when in spectator mode.
Examples:
command /spectate : executable by: players trigger: set gamemode of player to spectator # otherwise below won't do anything set spectator target of player to arg-1 send "Spectating %arg-1%" to player
A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do.
Examples:
set the player's walk speed to 1 increase the argument's fly speed by 0.1
Extracts part of a text. You can either get the first <x> characters, the last <x> characters, the character at index <x>, or the characters between indices <x> and <y>. The indices <x> and <y> should be between 1 and the length of the text (other values will be fit into this range).
Examples:
set {_s} to the first 5 characters of the text argument message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console set {_characters::*} to characters at 1, 2 and 7 in player's display name send the last character of all players' names
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.
Examples:
# A command to set the block a player looks at to a specific type: command /setblock <material>: trigger: set targeted block to argument
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.
Examples:
set {_t} to time played of player if player's time played is greater than 10 minutes: give player a diamond sword set player's time played to 0 seconds
Type of a block, item, entity, inventory or potion effect. Types of items and blocks 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.
Examples:
on rightclick on an entity: message "This is a %type of clicked entity%!"
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!
Examples:
# prevents people from joining the server if they use the name of a player # who has played on this server at least once since this script has been added on login: if {uuid::%name of player%} exists: {uuid::%name of player%} is not uuid of player kick player due to "Someone with your name has played on this server before" else: set {uuid::%name of player%} to uuid of player
set {_v} to vector 1, 2, 3 // 5 set {_v} to {_v} ++ {_v} set {_v} to {_v} ++ 5 set {_v} to {_v} -- {_v} set {_v} to {_v} -- 5 set {_v} to {_v} ** {_v} set {_v} to {_v} ** 5 set {_v} to {_v} // {_v} set {_v} to {_v} // 5
Gets or changes the x, y or z component of a vector.
Examples:
set {_v} to vector 1, 2, 3 send "%x of {_v}%, %y of {_v}%, %z of {_v}%" add 1 to x of {_v} add 2 to y of {_v} add 3 to z of {_v} send "%x of {_v}%, %y of {_v}%, %z of {_v}%" set x component of {_v} to 1 set y component of {_v} to 2 set z component of {_v} to 3 send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%"
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
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.
Examples:
on server list ping: set the protocol version to 0 # 13w41a (1.7), so it will show the version string always set the version string to "<light green>Version: <orange>%minecraft version%"
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.
Examples:
set {_clientView} to the client view distance of player set view distance of player to client view distance of player
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)
Examples:
set whitelist to false add all players to whitelist reset the whitelist
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.
log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log" set {_yaw} to yaw of player set {_p} to pitch of target entity
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.
Examples:
unban player ban "127.0.0.1" IP-ban the player because "he is an idiot" ban player due to "inappropriate language" for 2 days
Breaks the block and spawns items as if a player had mined it
You 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)
Examples:
on right click: break clicked block naturally loop blocks in radius 10 around player: break loop-block using player's tool loop blocks in radius 10 around player: break loop-block naturally using diamond pickaxe
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.
Examples:
command /nick <text>: executable by: players cooldown: 10 seconds trigger: if length of arg-1 is more than 16: # Makes it so that invalid arguments don't make you wait for the cooldown again cancel the cooldown send "Your nickname may be at most 16 characters." stop set the player's display name to arg-1
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.
Examples:
on death of a zombie: if name of the entity is "&cSpecial": cancel drops of items
on break of a coal ore: cancel the experience drops
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.
Examples:
# set: Set the player's display name to "<red>%name of player%" set the block above the victim to lava # add: add 2 to the player's health # preferably use 'heal' for this add argument to {blacklist::*} give a diamond pickaxe of efficiency 5 to the player increase the data value of the clicked block by 1 # remove: remove 2 pickaxes from the victim subtract 2.5 from {points::%uuid of player%} # remove all: remove every iron tool from the player remove all minecarts from {entitylist::*} # delete: delete the block below the player clear drops delete {variable} # reset: reset walk speed of player reset chunk at the targeted block
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.
Examples:
dye player's helmet blue color the player's tool red
Skips the value currently being looped, moving on to the next value if it exists.
Examples:
loop all players: if loop-value does not have permission "moderator": continue # filter out non moderators broadcast "%loop-player% is a moderator!" # Only moderators get broadcast
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!
Examples:
wait 2 minutes halt for 5 minecraft hours wait a tick
Exits a given amount of loops and conditionals, or the entire trigger.
Examples:
if player has any ore: stop message "%player% has no ores!" loop blocks above the player: loop-block is not air: exit 2 sections set loop-block to water
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.
Examples:
create an explosion of force 10 at the player create an explosion of force 0 at the victim
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.
Examples:
kill the player kill all creepers in the player's world kill all endermen, witches and bats
load [the] server icon (from|of) [the] [image] [file] %text%
Since:
2.3
Requirements:
Paper 1.12.2 or newer
Loads server icons from the given files. You can get the loaded icon using the last loaded server icon expression. Please note that the image must be 64x64 and the file path starts from the server folder.
Examples:
on load: clear {server-icons::*} loop 5 times: load server icon from file "icons/%loop-number%.png" add the last loaded server icon to {server-icons::*}
on server list ping: set the icon to a random server icon out of {server-icons::*}
Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [<script>.sk] <message>' in the server log.
Examples:
on place of TNT: log "%player% placed TNT in %world% at %location of block%" to "tnt/placement.log"
Sends a message to the given player. Only styles written in given string or in formatted expressions will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player.
Examples:
message "A wild %player% appeared!" message "This message is a distraction. Mwahaha!" send "Your kill streak is %{kill streak::%uuid of player%}%." to player if the targeted entity exists: message "You're currently looking at a %type of the targeted entity%!" on chat: cancel event send "[%player%] >> %message%" to all players from player
Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future.
Examples:
show the victim's inventory to the player open the player's inventory for the player
Plays a visual effect at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players.
Examples:
play wolf hearts on the clicked wolf show mob spawner flames at the targeted block to the player
Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
play sound "block.note_block.pling" # It is block.note.pling in 1.12.2 play sound "entity.experience_orb.pickup" with volume 0.5 to the player play sound "custom.music.1" in jukebox category at {speakerBlock}
Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the hover hist when hiding player info. The version string can override the ???. Also the Online Players Count and Max Players expressions will return -1 when hiding player info.
Examples:
hide player info hide player related information in the server list reveal all player related info
Change visibility of a player for the given players. When reveal is used in combination of the hidden players expression and the viewers are not specified, this will default it to the given player in the hidden players expression.
Note: if a player was hidden and relogs, this player will be visible again.
Examples:
on join: if {vanished::%player's uuid%} is true: hide the player from all players
apply swiftness 2 to the player remove haste from the victim on join: apply potion of strength of tier {strength.%player%} to the player for 999 days apply potion effects of player's tool to player
2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)
Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a message or a line of a sign.
Examples:
replace "" in {textvar} with "%item%" replace every "&" with "§" in line 1 # The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well: on chat: replace all "kys", "idiot" and "noob" with "****" in the message
replace all stone and dirt in player's inventory and player's top inventory with diamond
send [the] resource pack [from [[the] URL]] %text% to %players%
send [the] resource pack [from [[the] URL]] %text% with hash %text% to %players%
Since:
2.4
Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.
The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using this online tool.
Stops a sound from playing to the specified players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
stop sound "block.chest.open" for the player stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player
Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks.
Examples:
teleport the player to {homes.%player%} teleport the attacker to the victim
Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above.
If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: send title " " with subtitle "yourtexthere" to player.
Note: if no input is given for the times, it will keep the ones from the last title sent, use the reset title effect to restore the default values.
Examples:
send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds send title "Hi %player%" to player send title "Loot Drop" with subtitle "starts in 3 minutes" to all players send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second send subtitle "Party!" to all players
Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path.
Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Examples:
spawn 3 creepers at the targeted block spawn a ghast 5 meters above the player spawn a zombie at the player: set name of the zombie to ""
Tests whether a player is allowed to build at a certain location. This condition requires a supported regions plugin to be installed.
Examples:
command /setblock <material>: description: set the block at your crosshair to a different type trigger: player cannot build at the targeted block: message "You do not have permission to change blocks there!" stop set the targeted block to argument
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.
Examples:
the clicked block is a stone slab or a double stone slab time in the player's world is greater than 8:00 the creature is not an enderman or an ender dragon
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.
Examples:
block contains 20 cobblestone player has 4 flint and 2 iron ingots {list::*} contains 5
[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %damage cause%
Since:
2.0
Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.
Examples:
# make players use their potions of fire resistance whenever they take any kind of fire damage on damage: damage was caused by lava, fire or burning victim is a player victim has a potion of fire resistance cancel event apply fire resistance to the victim for 30 seconds remove 1 potion of fire resistance from the victim # prevent mobs from dropping items under certain circumstances on death: entity is not a player damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison clear drops
%players% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]
Since:
2.4
Requirements:
Paper 1.9 or newer
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.
Checks if a block is indirectly or directly powered by redstone
Examples:
if clicked block is redstone powered: send "This block is well-powered by redstone!" if clicked block is indirectly redstone powered: send "This block is indirectly redstone powered."
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed.
Examples:
on region enter: player is the owner of the region message "Welcome back to %region%!" send "%player% just entered %region%!" to all members of the region
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.
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.
Examples:
if plugin "Vault" is enabled: if plugin "WorldGuard" is not enabled: if plugins "Essentials" and "Vault" are enabled: if plugin "MyBrokenPlugin" is disabled:
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.
Examples:
command /slimey: trigger: if chunk at player is a slime chunk: send "Yeah, it is!" else: send "Nope, it isn't"
# prevent mobs from seeing sneaking players if they are at least 4 meters apart on target: target is sneaking distance of target and the entity is bigger than 4 cancel the event
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.
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').
Examples:
tool is of type {selected type} victim is of type {villager type}
Checks whether the defined strings match the input regexes (Regular expressions).
Examples:
on chat: if message partially matches "\d": send "Message contains a digit!" if message doesn't match "[A-Za-z]+": send "Message doesn't only contain letters!"
on resource pack response: if the resource pack wasn't accepted: kick the player due to "You have to install the resource pack to play in this server!"
%date% (was|were)( more|(n't| not) less) than %time span% [ago]
%date% (was|were)((n't| not) more| less) than %time span% [ago]
Since:
2.0
Tests whether a given real time was more or less than some time span ago.
Examples:
command /command-with-cooldown: trigger: {command::%player's uuid%::last-usage} was less than a minute ago: message "Please wait a minute between uses of this command." stop set {command::%player's uuid%::last-usage} to now # ... actual command trigger here ...
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 executed
parse 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
Examples:
if player's health is greater than or equal to 4: send "Your health is okay so far but be careful!"
else if player's health is greater than 2: send "You need to heal ASAP, your health is very low!"
else: # Less than 2 hearts send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"
parse if plugin "SomePluginName" is enabled: # parse if %condition% # This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section
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 *).
Examples:
loop all players: send "Hello %loop-player%!" to loop-player
loop items in player's inventory: if loop-item is dirt: set loop-item to air
loop 10 times: send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc. wait 1 second
loop {Coins::*}: set {Coins::%loop-index%} to loop-value + 5 # Same as "add 5 to {Coins::%loop-index%}" where loop-index is the uuid of the player and loop-value is the actually coins value such as 200
Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Examples:
spawn 3 creepers at the targeted block spawn a ghast 5 meters above the player spawn a zombie at the player: set name of the zombie to ""
While Loop sections are loops that will just keep repeating as long as a condition is met.
Examples:
while size of all players < 5: send "More players are needed to begin the adventure" to all players wait 5 seconds
set {_counter} to 1 do while {_counter} > 1: # false but will increase {_counter} by 1 then get out add 1 to {_counter}
# Be careful when using while loops with conditions that are almost # always true for a long time without using 'wait %timespan%' inside it, # otherwise it will probably hang and crash your server. while player is online: give player 1 dirt wait 1 second # without using a delay effect the server will crash
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the data value of the block to be placed is not available in this event, only its ID.
Called whenever a player chats. Use chat format to change message format, use chat recipients to edit chat recipients.
Examples:
on chat: if player has permission "owner": set chat format to "<red>[player]<light gray>: <light red>[message]" else if player has permission "admin": set chat format to "<light red>[player]<light gray>: <orange>[message]" else: #default message format set chat format to "<orange>[player]<light gray>: <white>[message]"
Called when a user clicks on a block, an entity or air with or without an item in their hand. Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them. Also note that a leftclick on an entity is an attack and thus not covered by the 'click' event, but the 'damage' event.
Examples:
on click: on rightclick holding a fishing rod: on leftclick on a stone or obsidian: on rightclick on a creeper: on click with a sword:
Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see Is a Skript command condition.
Examples:
on command: on command "/stop": on command "pm Njol ":
Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over on join.
Examples:
on connect: player doesn't have permission "VIP" number of players is greater than 15 kick the player due to "The last 5 slots are reserved for VIP players."
Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the enchant item expression
Examples:
on enchant prepare: set enchant offer 1 to sharpness 1 set the cost of enchant offer 1 to 10 levels
Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively.
Examples:
on sheep eat: kill entity broadcast "A sheep stole some grass!" on falling block land: if event-entity is a falling dirt: cancel event
Called whenever experience is about to spawn. This is a helper event for easily being able to stop xp from spawning, as all you can currently do is cancel the event. Please note that it's impossible to detect xp orbs spawned by plugins (including Skript) with Bukkit, thus make sure that you have no such plugins if you don't want any xp orbs to spawn. (Many plugins that only change the experience dropped by blocks or entities will be detected without problems though)
Examples:
on xp spawn: world is "minigame_world" cancel event
Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time.
on firework explode on firework exploding colored red, light green and black on firework explosion colored light green: broadcast "A firework colored %colors% was exploded at %location%!"
Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see spread event).
Called whenever a player swaps the items in their main- and offhand slots. Works also when one or both of the slots are empty. The event is called before the items are actually swapped, so when you use the player's tool or player's offtool expressions, they will return the values before the swap - this enables you to cancel the event before anything happens.
Examples:
on swap hand items: event-player's tool is a diamond sword cancel event
Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs).
Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The burn event will be called when the block is about do be destroyed by the fire.
Examples:
on block ignite: if event-block is a ladder: cancel event
Called when dropped items merge into a single stack. event-entity will be the entity which is trying to merge, and future event-entity will be the entity which is being merged into.
Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of their inventory, or a dispenser dispensing an item (not shooting it).
Examples:
on item spawn of iron sword: broadcast "Someone dropped an iron sword!"
Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer on connect over this event.
Examples:
on join: message "Welcome on our awesome server!" broadcast "%player% just joined the server!"
Called after a player changed their language in the game settings. You can use the language expression to get the current language of the player. This event requires Minecraft 1.12+.
Examples:
on language change: if player's language starts with "en": send "Hello!"
Called when a player or entity moves. NOTE: Move event will only be called when the entity/player moves position, not orientation (ie: looking around). NOTE: These events can be performance heavy as they are called quite often. If you use these events, and later remove them, a server restart is recommended to clear registered events from Skript.
Examples:
on player move: if player does not have permission "player.can.move": cancel event on skeleton move: if event-entity is not in world "world": kill event-entity
Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often.
Examples:
# prevents sand from falling on block physics: block is sand cancel event
Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld. In Minecraft 1.14+, you can use the player in this event. Please note that there may not always be a player (or other entity) in this event.
Called when a projectile hits an entity or a block. Use the damage event with a check for a projectile to be able to use the entity that got hit in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs.
Examples:
on projectile hit: event-projectile is arrow delete event-projectile
Called when a player takes action on a resource pack request sent via the send resource pack effect. The resource pack condition can be used to check the resource pack state.
This event will be triggered once when the player accepts or declines the resource pack request, and once when the resource pack is successfully installed or failed to download.
Examples:
on resource pack request response: if the resource pack was declined or failed to download:
on resource pack deny: kick the player due to "You have to install the resource pack to play in this server!"
Called when the player activates the riptide enchantment, using their trident to propel them through the air. Note: the riptide action is performed client side, so manipulating the player in this event may have undesired effects.
Called directly after the trigger is loaded, or directly before the whole script is unloaded. The keyword 'async' indicates the trigger can be ran asynchronously,
Examples:
on load: set {running::%script%} to true on unload: set {running::%script%} to false
Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list. The IP expression can be used to get the IP adress of the pinger. This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join).
on server list ping: set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" set the fake max players count to (online players count + 1) set the shown icon to a random server icon out of {server-icons::*}
Called when a player throws an egg. You can just use the shoot event in most cases, as this event is intended to support changing the hatched mob and its chance to hatch, but Skript does not yet support that.
Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), not by dropping or replacing the item in the current slot.
Called when a world is initialised. As all default worlds are initialised before any scripts are loaded, this event is only called for newly created worlds. World management plugins might change the behaviour of this event though.
every 2 seconds in "world": every minecraft hour in "flatworld": every tick in "world": # can cause lag depending on the code inside the event every minecraft days in "plots":
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.
Examples:
set block at player to campfire[lit=false] set target block of player to oak stairs[facing=north;waterlogged=true] set block at player to grass_block[snowy=true] set loop-block to minecraft:chest[facing=north] set block above player to oak_log[axis=y] set target block of player to minecraft:oak_leaves[distance=2;persistent=false]
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
Since:
2.2-dev16b, 2.2-dev35 (renamed to click type)
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.
command /push [<player>]: trigger: if arg-1 is not set: if command sender is console: send "You can't push yourself as a console :\" to sender stop push sender upwards with force 2 send "Yay!" else: push arg-1 upwards with force 2 send "Yay!" to sender and arg-1
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, flying into a wall, cramming, poison, sonic boom, suffocate, custom, a fire, burning, a projectile, plugin, wither potion effect, block explosion, projectile, wither, dragon's breath
Since:
2.0
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.
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.
Examples:
set the block below the victim to a chest loop blocks from the block infront of the player to the block 10 below the player: set the block behind the loop-block to water
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.
Examples:
entity is a zombie or creeper player is an op projectile is an arrow shoot a fireball from the player
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.
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.
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.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
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).
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
Since:
2.2-dev16
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
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.
Examples:
set tool of player to dirt delete helmet of the victim set the color of the player's tool to green enchant the player's chestplate with projectile protection 5
[<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')
Since:
1.0
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.
Examples:
set {_item} to type of the targeted block {_item} is a torch
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.
Examples:
give 4 torches to the player add all slabs to the inventory of the block player's tool is a diamond sword of sharpness remove a pickaxes of fortune 4 from {stored items::*} set {_item} to 10 of every upside-down stair block is dirt or farmland
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.
<number> $ or $ <number>, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'
Since:
2.0
Requirements:
Vault, an economy plugin that supports Vault
A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance.
Examples:
add 10£ to the player's account remove Fr. 9.95 from the player's money set the victim's money to 0 increase the attacker's balance by the level of the victim * 100
[-]###[.###] (any amount of digits; very large numbers will be truncated though)
Since:
1.0
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.
Examples:
set the player's health to 5.5 set {_temp} to 2*{_temp} - 2.5
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.
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.
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.
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.
Examples:
broadcast "Hello World!" message "Hello %player%" message "The id of ""%type of tool%"" is %id of tool%."
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.
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.
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.
Examples:
every 5 minecraft days: wait a minecraft second and 5 ticks every 10 mc days and 12 hours: halt for 12.7 irl minutes, 12 hours and 120.5 seconds
See the type name patterns of all types - including this one
Since:
2.0
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.
Examples:
{variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 {variable} is a type # check whether the variable contains a type, e.g. number or player {variable} is an object # will always succeed if the variable is set as everything is an object, even types. disable PvP in the event-world kill the loop-entity
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.
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).
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]])
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).
Examples:
date(2014, 10, 1) # 0:00, 1st October 2014 date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST)
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.
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.
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.
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.
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.
Returns all of the scripts, or just the enabled or disabled ones.
Examples:
command /scripts: trigger: send "All Scripts: %scripts%" to player send "Loaded Scripts: %enabled scripts%" to player send "Unloaded Scripts: %disabled scripts%" to player
The amount of something. Please note that amount of %items% will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the item amount expression.
Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.
Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list) Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!
Examples:
message "There are %number of all players% players online!"
Only usable in command events. Holds the value of an argument given to the command, e.g. if the command "/tell <player> <text>" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'.
Examples:
give the item-argument to the player-argument damage the player-argument by the number-argument give a diamond pickaxe to the argument add argument 1 to argument 2 heal the last argument
Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc.
Examples:
set the player's health to 10 - the player's health loop (argument + 2) / 5 times: message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%" message "You have %health of player * 2% half hearts of HP!"
A part of a player's armour, i.e. the boots, leggings, chestplate or helmet.
Examples:
set chestplate of the player to a diamond chestplate helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin
Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything.
Examples:
on damage: if attack cooldown of attacker < 1: set damage to 0 send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker
The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event.
Examples:
on damage: victim is a creeper damage the attacked by 1 heart
The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases.
Examples:
on damage: attacker is a player health of attacker is less than or equal to 2 damage victim by 1 heart
The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the altitude (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column).
Examples:
# damage player in deserts constantly every real minute: loop all players: biome at loop-player is desert damage the loop-player by 1
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
Returns the age or max age of a block. 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested.
Examples:
set age of targeted block to max age of targeted block
Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid.
Examples:
loop blocks above the player: loop blocks between the block below the player and the targeted block: set the blocks below the player, the victim and the targeted block to air set all blocks within {loc1} and {loc2} to stone set all blocks within chunk at player to air
Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case
Examples:
"Oops!" in lowercase # oops! "oops!" in uppercase # OOPS! "hellO i'm steve!" in proper case # HellO I'm Steve! "hellO i'm steve!" in strict proper case # Hello I'm Steve! "spAwn neW boSs ()" in camel case # spAwnNeWBoSs() "spAwn neW boSs ()" in strict camel case # spawnNewBoss() "geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer() "geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber() "Hello Player!" in snake case # Hello_Player! "Hello Player!" in lower snake case # hello_player! "Hello Player!" in upper snake case # HELLO_PLAYER! "What is your name?" in kebab case # What-is-your-name? "What is your name?" in lower kebab case # what-is-your-name? "What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME?
Parses <color>s and, optionally, chat styles in a message or removes any colors and chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the send effect.
Examples:
on chat: set message to colored message # Safe; only colors get parsed command /fade <player>: trigger: set display name of the player-argument to uncolored display name of the player-argument command /format <text>: trigger: message formatted text-argument # Safe, because we're sending to whoever used this command
The command that caused an 'on command' event (excluding the leading slash and all arguments)
Examples:
# prevent any commands except for the /exit command during some game on command: if {game::%player%::playing} is true: if the command is not "exit": message "You're not allowed to use commands during the game" cancel the event
main name of command "skript" description of command "help" label of command "pl" usage of command "help" aliases of command "bukkit:help" permission of command "/op" command "op"'s permission message command "sk"'s plugin owner
The player or the console who sent a command. Mostly useful in commands and command events. If the command sender is a command block, its location can be retrieved by using %block's location%
Examples:
make the command sender execute "/say hi!" on command: log "%executor% used command /%command% %arguments%" to "commands.log"
# make all player's compasses target a player stored in {compass::target::%player%} every 5 seconds: loop all players: set the loop-player's compass target to location of {compass::target::%%loop-player%}
Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission.
Examples:
command /home: cooldown: 10 seconds cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%. trigger: teleport player to {home::%player%}
The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'.
Examples:
give a diamond sword of sharpness 3 to the player kill the creeper kill all powered creepers in the wolf's world projectile is an arrow
How much damage is done in a damage event, possibly ignoring armour, criticals and/or enchantments. Can be changed (remember that in Skript '1' is one full heart, not half a heart).
Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks
Examples:
give player diamond sword with damage value 100 set player's tool to diamond hoe damaged by 250 give player diamond sword with damage 700 named "BROKEN SWORD" set {_item} to diamond hoe with damage value 50 named "SAD HOE" set target block of player to wool with data value 1 set target block of player to potato plant with data value 7
The data/damage value of an item/block. Data values of blocks are only supported on 1.12.2 and below. You usually don't need this expression as you can check and set items with aliases easily, but this expression can e.g. be used to "add 1 to data of <item>", e.g. for cycling through all wool colors.
Examples:
set damage value of player's tool to 10 set data value of target block of player to 3 add 1 to the data value of the clicked block reset data value of block at player
if difference between {command::%player%::lastuse} and now is smaller than a minute: message "You have to wait a minute before using this command again!"
thrust the player upwards set the block behind the player to water loop blocks above the player: set {_rand} to a random integer between 1 and 10 set the block {_rand} meters south east of the loop-block to stone block in horizontal facing of the clicked entity from the player is air spawn a creeper 1.5 meters horizontally behind the player spawn a TNT 5 meters above and 2 meters horizontally behind the player thrust the last spawned TNT in the horizontal direction of the player with speed 0.2 push the player upwards and horizontally forward at speed 0.5 push the clicked entity in in the direction of the player at speed -0.5 open the inventory of the block 2 blocks below the player to the player teleport the clicked entity behind the player grow a regular tree 2 meters horizontally behind the player
Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all.
The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event.
All entities in all worlds, in a specific world, in a chunk or in a radius around a certain location, e.g. all players, all creepers in the player's world, or players in radius 100 of the player.
Examples:
kill all creepers in the player's world send "Psst!" to all players within 100 meters of the player give a diamond to all ops heal all tamed wolves in radius 2000 around {town center} delete all monsters in chunk at player
The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above.
Examples:
on damage of player: send "You are wounded!" set victim's attack speed attribute to 2
How much experience was spawned in an experience spawn or block break event. Can be changed.
Examples:
on experience spawn: add 5 to the spawned experience on break of coal ore: clear dropped experience on break of diamond ore: if tool of player = diamond pickaxe: add 100 to dropped experience
The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect.
Examples:
on explode: set the explosion's block yield to 10%
The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read this wiki page for more information
Examples:
on explosion prime: set the yield of the explosion to 10
The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read this wiki page for more information
Examples:
on spawn of a creeper: set the explosive yield of the event-entity to 10
The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike direction which is the exact direction, e.g. '0.5 south and 0.7 east')
Examples:
# makes a bridge loop blocks from the block below the player in the horizontal facing of the player: set loop-block to cobblestone
Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition.
Examples:
send "congrats on being staff!" to all players where [player input has permission "staff"]
Represents the input in a filter expression. For example, if you ran 'broadcast "something" and "something else" where [input is "something"]the condition would be checked twice, using "something" and "something else" as the inputs.
Examples:
send "congrats on being staff!" to all players where [input has permission "staff"]
Represents a 'firework effect' which can be used in the launch firework effect.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this Wikipedia article.
Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a level change event. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event.
Examples:
on teleport: former world was "world_nether" # or 'world was' world will be "world" # or 'world after the event is' on tool change: past tool is an axe the tool after the event will be air on weather change: set {weather::%world%::old} to past weather set {weather::%world%::current} to the new weather
A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use 'block' and not 'furnace', as 'furnace' is not an existing expression.
Examples:
set the fuel slot of the clicked block to a lava bucket set the block's ore slot to 64 iron ore give the result of the block to the player clear the result slot of the block
Returns the hanging entity or remover in hanging break and place events.
Examples:
on break of item frame: if item of hanging entity is diamond pickaxe: cancel event if hanging remover is a player: send "You can't break that item frame!" to hanging remover
Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.
MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not that secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you must specify algorithms that will be used for security reasons!
Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript.
Examples:
command /setpass <text>: trigger: set {password::%uuid of player%} to text-argument hashed with SHA-256 command /login <text>: trigger: if text-argument hashed with SHA-256 is {password::%uuid of player%}: message "Login successful." else: message "Wrong password!"
The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows.
Examples:
set the block at the player's head to air set the block in front of the player's eyes to glass loop blocks in front of the player's head:
The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players).
The currently selected hotbar slot. To retrieve its number use Slot Index expression.
Examples:
message "%player's current hotbar slot%" set player's selected hotbar slot to slot 4 of player send "index of player's current hotbar slot = 1" # second slot from the left
The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a server list ping event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes fake online count) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.
Examples:
on server list ping: clear the hover list add "&aWelcome to the &6Minecraft &aserver!" to the hover list add "" to the hover list # A blank line add "&cThere are &6%online players count% &conline players!" to the hover list
The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the length of the text.
Examples:
set {_first} to the first index of "@" in the text argument if {_s} contains "abc": set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s}
Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices.
Examples:
set {l::*} to "some", "cool" and "values" broadcast "%indices of {l::*}%" # result is 1, 2 and 3
set {_leader-board::first} to 17 set {_leader-board::third} to 30 set {_leader-board::second} to 25 set {_leader-board::fourth} to 42 set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first
Gets the amount of rows/slots, viewers and holder of an inventory.
NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.
Examples:
event-inventory's amount of rows holder of player's top inventory {_inventory}'s viewers
Represents a slot in an inventory. It can be used to change the item in an inventory too.
Examples:
if slot 0 of player is air: set slot 0 of player to 2 stones remove 1 stone from slot 0 of player add 2 stones to slot 0 of player clear slot 1 of player
An item associated with an entity. For dropped item entities, it gets, obviously, the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.),it gets the displayed item. Other entities do not have items associated with them.
Items or blocks of a specific type, useful for looping.
Examples:
loop items of type ore and log: block contains loop-item message "Theres at least one %loop-item% in this block" drop all blocks at the player # drops one of every block at the player
All items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved.
Examples:
loop all items in the player's inventory: loop-item is enchanted remove loop-item from the player set {inventory::%uuid of player%::*} to items in the player's inventory
Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter.
Examples:
message "Online players: %join all players with "" | ""%" # %all players% would use the default "x, y, and z" set {_s::*} to the string argument split at ","
Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
Holds the entity that was spawned most recently with the spawn effect, drop with the drop effect or shot with the shoot effect. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together.
Examples:
spawn a priest set {healer::%spawned priest%} to true shoot an arrow from the last spawned entity ignite the shot projectile drop a diamond sword push last dropped item upwards
When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server.
Examples:
command /onlinefor: trigger: send "You have been online for %difference between player's last login and now%." send "You first joined the server %difference between player's first login and now% ago."
The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. increase the player's level progress by 0.5 will make the player gain a level if their progress was more than 50%.
Examples:
# use the exp bar as mana on rightclick with a blaze rod: player's level progress is larger than 0.2 shoot a fireball from the player reduce the player's level progress by 0.2 every 2 seconds: loop all players: level progress of loop-player is smaller than 0.9: increase level progress of the loop-player by 0.1 else: set level progress of the loop-player to 0.99 on xp spawn: cancel event
Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types.
Examples:
# set vampire players standing in bright sunlight on fire every 5 seconds: loop all players: {vampire::%uuid of loop-player%} is true sunlight level at the loop-player is greater than 10 ignite the loop-player for 5 seconds
The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use head location to get the location of the head.
Examples:
set {home::%uuid of player%} to the location of the player message "You home was set to %player's location% in %player's world%."
# countdown: loop 10 times: message "%11 - loop-number%" wait a second # generate a 10x10 floor made of randomly colored wool below the player: loop blocks from the block below the player to the block 10 east of the block below the player: loop blocks from the loop-block to the block 10 north of the loop-block: set loop-block-2 to any wool
The message of the day in the server list. This can be changed in a server list ping event only. 'default MOTD' returns the default MOTD always and can't be changed.
The count of max players. This can be changed in a server list ping event only. 'real max players' returns the real count of max players of the server always and can't be changed.
Examples:
on server list ping: set the max players count to (online players count + 1)
The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending.
Examples:
on item mend: set the mending repair amount to 100
The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, or the death message on a death event. This expression is mostly useful for being changed.
Examples:
on chat: player has permission "admin" set message to "&c%message%"
on first join: set join message to "Welcome %player% to our awesome server!"
on join: player has played before set join message to "Welcome back, %player%!"
on quit: set quit message to "%player% left this awesome server!"
on death: set the death message to "%player% died!"
Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location.
Examples:
command /stuck: executable by: players trigger: teleport player to the center of player's location send "You're no longer stuck."
How much virtual money a player has (can be changed). This expression requires Vault and a compatible economy plugin to be installed.
Examples:
message "You have %player's money%" # the currency name will be added automatically remove 20$ from the player's balance # replace '$' by whatever currency you use add 200 to the player's account # or omit the currency alltogether
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use set name of <item/inventory> to <text>.
Examples:
give a diamond sword of sharpness 100 named "<gold>Excalibur" to the player set tool of player to the player's tool named "<gold>Wand" set the name of the player's tool to "<gold>Wand" open hopper inventory named "Magic Hopper" to player
The number of uppercase, lowercase, or digit characters in a string.
Examples:
#Simple Chat Filter on chat: if number of uppercase chars in message / length of message > 0.5 cancel event send "<red>Your message has to many caps!" to player
All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:'
Examples:
loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5 loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5 loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4
The amount of online players. This can be changed in a server list ping event only to show fake online player amount. 'real online player count' always returns the real count of online players and can't be changed.
Fake online player count requires PaperSpigot 1.12.2+.
Examples:
on server list ping: # This will make the max players count 5 if there are 4 players online. set the fake max players count to (online players count + 1)
Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the parse error will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a Skript pattern, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You have to save the expression's value in a list variable, e.g. set {parsed::*} to message parsed as "...". - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}.
Examples:
set {var} to line 1 parsed as number on chat: set {var::*} to message parsed as "buying %items% for %money%" if parse error is set: message "%parse error%" else if {var::*} is set: cancel event remove {var::2} from the player's balance give {var::1::*} to the player
The error which caused the last parse operation to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all.
Examples:
set {var} to line 1 parsed as integer if {var} is not set: parse error is set: message "<red>Line 1 is invalid: %last parse error%" else: message "<red>Please put an integer on line 1!"
The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: vehicle
Examples:
#for 1.11 and lower passenger of the minecart is a creeper or a cow the saddled pig's passenger is a player #for 1.11.2+ passengers of the minecart contains a creeper or a cow the boat's passenger contains a pig add a cow and a zombie to passengers of last spawned boat set passengers of player's vehicle to a pig and a horse remove all pigs from player's vehicle clear passengers of boat
Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot).
Examples:
command /ping : trigger: send "%arg-1%'s ping is %arg-1's ping%"
Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan.
Examples:
set {_p} to potion effect of speed of tier 1 without particles for 10 minutes add {_p} to potion effects of player's tool add {_p} to potion effects of target entity add potion effect of speed 1 to potion effects of player
Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1.
Examples:
set {_p::*} to active potion effects of player clear all the potion effects of player clear all the potion effects of player's tool add potion effects of player to potion effects of player's tool add speed to potion effects of target entity remove speed and night vision from potion effects of player
The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions visit wiki.vg. If this protocol version doesn't match with the protocol version of the client, the client will see the version string. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the version string as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.
This can be set in a server list ping event only (increase and decrease effects cannot be used because that wouldn't make sense).
Examples:
on server list ping: set the version string to "<light green>Version: <orange>%minecraft version%" set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always
A random number or integer between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. random number between 2 and 1 will work as well as random number between 1 and 2.
Examples:
set the player's health to a random number between 5 and 10 send "You rolled a %random integer from 1 to 6%!" to the player
All regions at a particular location. This expression requires a supported regions plugin to be installed.
Examples:
On click on a sign: line 1 of the clicked block is "[region info]" set {_regions::*} to regions at the clicked block if {_regions::*} is empty: message "No regions exist at this sign." else: message "Regions containing this sign: <gold>%{_regions::*}%."
Scoreboard tags are simple list of texts stored directly in the data of an entity. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit visit Minecraft Wiki for more info. This is changeable and valid for any type of entity. Also you can use use the Has Scoreboard Tag condition to check whether an entity has the given tags.
Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot).
Examples:
on spawn of a monster: if the spawn reason is mob spawner: add "spawned by a spawner" to the scoreboard tags of event-entity
on death of a monster: if the attacker is a player: if the victim doesn't have the scoreboard tag "spawned by a spawner": add 1$ to attacker's balance
Icon of the server in the server list. Can be set to an icon that loaded using the load server icon effect, or can be reset to the default icon in a server list ping. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed.
Examples:
on script load: set {server-icons::default} to the default server icon
Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.
Examples:
if index of event-slot is 10: send "You bought a pie!"
Returns the entity which is followed by the camera of the player when in spectator mode.
Examples:
command /spectate : executable by: players trigger: set gamemode of player to spectator # otherwise below won't do anything set spectator target of player to arg-1 send "Spectating %arg-1%" to player
A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do.
Examples:
set the player's walk speed to 1 increase the argument's fly speed by 0.1
Extracts part of a text. You can either get the first <x> characters, the last <x> characters, the character at index <x>, or the characters between indices <x> and <y>. The indices <x> and <y> should be between 1 and the length of the text (other values will be fit into this range).
Examples:
set {_s} to the first 5 characters of the text argument message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console set {_characters::*} to characters at 1, 2 and 7 in player's display name send the last character of all players' names
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.
Examples:
# A command to set the block a player looks at to a specific type: command /setblock <material>: trigger: set targeted block to argument
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.
Examples:
set {_t} to time played of player if player's time played is greater than 10 minutes: give player a diamond sword set player's time played to 0 seconds
Type of a block, item, entity, inventory or potion effect. Types of items and blocks 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.
Examples:
on rightclick on an entity: message "This is a %type of clicked entity%!"
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!
Examples:
# prevents people from joining the server if they use the name of a player # who has played on this server at least once since this script has been added on login: if {uuid::%name of player%} exists: {uuid::%name of player%} is not uuid of player kick player due to "Someone with your name has played on this server before" else: set {uuid::%name of player%} to uuid of player
set {_v} to vector 1, 2, 3 // 5 set {_v} to {_v} ++ {_v} set {_v} to {_v} ++ 5 set {_v} to {_v} -- {_v} set {_v} to {_v} -- 5 set {_v} to {_v} ** {_v} set {_v} to {_v} ** 5 set {_v} to {_v} // {_v} set {_v} to {_v} // 5
Gets or changes the x, y or z component of a vector.
Examples:
set {_v} to vector 1, 2, 3 send "%x of {_v}%, %y of {_v}%, %z of {_v}%" add 1 to x of {_v} add 2 to y of {_v} add 3 to z of {_v} send "%x of {_v}%, %y of {_v}%, %z of {_v}%" set x component of {_v} to 1 set y component of {_v} to 2 set z component of {_v} to 3 send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%"
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
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.
Examples:
on server list ping: set the protocol version to 0 # 13w41a (1.7), so it will show the version string always set the version string to "<light green>Version: <orange>%minecraft version%"
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.
Examples:
set {_clientView} to the client view distance of player set view distance of player to client view distance of player
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)
Examples:
set whitelist to false add all players to whitelist reset the whitelist
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.
log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log" set {_yaw} to yaw of player set {_p} to pitch of target entity
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.
Examples:
unban player ban "127.0.0.1" IP-ban the player because "he is an idiot" ban player due to "inappropriate language" for 2 days
Breaks the block and spawns items as if a player had mined it
You 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)
Examples:
on right click: break clicked block naturally loop blocks in radius 10 around player: break loop-block using player's tool loop blocks in radius 10 around player: break loop-block naturally using diamond pickaxe
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.
Examples:
command /nick <text>: executable by: players cooldown: 10 seconds trigger: if length of arg-1 is more than 16: # Makes it so that invalid arguments don't make you wait for the cooldown again cancel the cooldown send "Your nickname may be at most 16 characters." stop set the player's display name to arg-1
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.
Examples:
on death of a zombie: if name of the entity is "&cSpecial": cancel drops of items
on break of a coal ore: cancel the experience drops
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.
Examples:
# set: Set the player's display name to "<red>%name of player%" set the block above the victim to lava # add: add 2 to the player's health # preferably use 'heal' for this add argument to {blacklist::*} give a diamond pickaxe of efficiency 5 to the player increase the data value of the clicked block by 1 # remove: remove 2 pickaxes from the victim subtract 2.5 from {points::%uuid of player%} # remove all: remove every iron tool from the player remove all minecarts from {entitylist::*} # delete: delete the block below the player clear drops delete {variable} # reset: reset walk speed of player reset chunk at the targeted block
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.
Examples:
dye player's helmet blue color the player's tool red
Skips the value currently being looped, moving on to the next value if it exists.
Examples:
loop all players: if loop-value does not have permission "moderator": continue # filter out non moderators broadcast "%loop-player% is a moderator!" # Only moderators get broadcast
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!
Examples:
wait 2 minutes halt for 5 minecraft hours wait a tick
Exits a given amount of loops and conditionals, or the entire trigger.
Examples:
if player has any ore: stop message "%player% has no ores!" loop blocks above the player: loop-block is not air: exit 2 sections set loop-block to water
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.
Examples:
create an explosion of force 10 at the player create an explosion of force 0 at the victim
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.
Examples:
kill the player kill all creepers in the player's world kill all endermen, witches and bats
load [the] server icon (from|of) [the] [image] [file] %text%
Since:
2.3
Requirements:
Paper 1.12.2 or newer
Loads server icons from the given files. You can get the loaded icon using the last loaded server icon expression. Please note that the image must be 64x64 and the file path starts from the server folder.
Examples:
on load: clear {server-icons::*} loop 5 times: load server icon from file "icons/%loop-number%.png" add the last loaded server icon to {server-icons::*}
on server list ping: set the icon to a random server icon out of {server-icons::*}
Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [<script>.sk] <message>' in the server log.
Examples:
on place of TNT: log "%player% placed TNT in %world% at %location of block%" to "tnt/placement.log"
Sends a message to the given player. Only styles written in given string or in formatted expressions will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player.
Examples:
message "A wild %player% appeared!" message "This message is a distraction. Mwahaha!" send "Your kill streak is %{kill streak::%uuid of player%}%." to player if the targeted entity exists: message "You're currently looking at a %type of the targeted entity%!" on chat: cancel event send "[%player%] >> %message%" to all players from player
Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future.
Examples:
show the victim's inventory to the player open the player's inventory for the player
Plays a visual effect at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players.
Examples:
play wolf hearts on the clicked wolf show mob spawner flames at the targeted block to the player
Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
play sound "block.note_block.pling" # It is block.note.pling in 1.12.2 play sound "entity.experience_orb.pickup" with volume 0.5 to the player play sound "custom.music.1" in jukebox category at {speakerBlock}
Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the hover hist when hiding player info. The version string can override the ???. Also the Online Players Count and Max Players expressions will return -1 when hiding player info.
Examples:
hide player info hide player related information in the server list reveal all player related info
Change visibility of a player for the given players. When reveal is used in combination of the hidden players expression and the viewers are not specified, this will default it to the given player in the hidden players expression.
Note: if a player was hidden and relogs, this player will be visible again.
Examples:
on join: if {vanished::%player's uuid%} is true: hide the player from all players
apply swiftness 2 to the player remove haste from the victim on join: apply potion of strength of tier {strength.%player%} to the player for 999 days apply potion effects of player's tool to player
2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)
Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a message or a line of a sign.
Examples:
replace "" in {textvar} with "%item%" replace every "&" with "§" in line 1 # The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well: on chat: replace all "kys", "idiot" and "noob" with "****" in the message
replace all stone and dirt in player's inventory and player's top inventory with diamond
send [the] resource pack [from [[the] URL]] %text% to %players%
send [the] resource pack [from [[the] URL]] %text% with hash %text% to %players%
Since:
2.4
Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.
The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using this online tool.
Stops a sound from playing to the specified players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
stop sound "block.chest.open" for the player stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player
Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks.
Examples:
teleport the player to {homes.%player%} teleport the attacker to the victim
Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above.
If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: send title " " with subtitle "yourtexthere" to player.
Note: if no input is given for the times, it will keep the ones from the last title sent, use the reset title effect to restore the default values.
Examples:
send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds send title "Hi %player%" to player send title "Loot Drop" with subtitle "starts in 3 minutes" to all players send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second send subtitle "Party!" to all players
Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path.
Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Examples:
spawn 3 creepers at the targeted block spawn a ghast 5 meters above the player spawn a zombie at the player: set name of the zombie to ""
Tests whether a player is allowed to build at a certain location. This condition requires a supported regions plugin to be installed.
Examples:
command /setblock <material>: description: set the block at your crosshair to a different type trigger: player cannot build at the targeted block: message "You do not have permission to change blocks there!" stop set the targeted block to argument
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.
Examples:
the clicked block is a stone slab or a double stone slab time in the player's world is greater than 8:00 the creature is not an enderman or an ender dragon
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.
Examples:
block contains 20 cobblestone player has 4 flint and 2 iron ingots {list::*} contains 5
[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %damage cause%
Since:
2.0
Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.
Examples:
# make players use their potions of fire resistance whenever they take any kind of fire damage on damage: damage was caused by lava, fire or burning victim is a player victim has a potion of fire resistance cancel event apply fire resistance to the victim for 30 seconds remove 1 potion of fire resistance from the victim # prevent mobs from dropping items under certain circumstances on death: entity is not a player damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison clear drops
%players% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]
Since:
2.4
Requirements:
Paper 1.9 or newer
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.
Checks if a block is indirectly or directly powered by redstone
Examples:
if clicked block is redstone powered: send "This block is well-powered by redstone!" if clicked block is indirectly redstone powered: send "This block is indirectly redstone powered."
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed.
Examples:
on region enter: player is the owner of the region message "Welcome back to %region%!" send "%player% just entered %region%!" to all members of the region
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.
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.
Examples:
if plugin "Vault" is enabled: if plugin "WorldGuard" is not enabled: if plugins "Essentials" and "Vault" are enabled: if plugin "MyBrokenPlugin" is disabled:
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.
Examples:
command /slimey: trigger: if chunk at player is a slime chunk: send "Yeah, it is!" else: send "Nope, it isn't"
# prevent mobs from seeing sneaking players if they are at least 4 meters apart on target: target is sneaking distance of target and the entity is bigger than 4 cancel the event
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.
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').
Examples:
tool is of type {selected type} victim is of type {villager type}
Checks whether the defined strings match the input regexes (Regular expressions).
Examples:
on chat: if message partially matches "\d": send "Message contains a digit!" if message doesn't match "[A-Za-z]+": send "Message doesn't only contain letters!"
on resource pack response: if the resource pack wasn't accepted: kick the player due to "You have to install the resource pack to play in this server!"
%date% (was|were)( more|(n't| not) less) than %time span% [ago]
%date% (was|were)((n't| not) more| less) than %time span% [ago]
Since:
2.0
Tests whether a given real time was more or less than some time span ago.
Examples:
command /command-with-cooldown: trigger: {command::%player's uuid%::last-usage} was less than a minute ago: message "Please wait a minute between uses of this command." stop set {command::%player's uuid%::last-usage} to now # ... actual command trigger here ...
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 executed
parse 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
Examples:
if player's health is greater than or equal to 4: send "Your health is okay so far but be careful!"
else if player's health is greater than 2: send "You need to heal ASAP, your health is very low!"
else: # Less than 2 hearts send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"
parse if plugin "SomePluginName" is enabled: # parse if %condition% # This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section
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 *).
Examples:
loop all players: send "Hello %loop-player%!" to loop-player
loop items in player's inventory: if loop-item is dirt: set loop-item to air
loop 10 times: send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc. wait 1 second
loop {Coins::*}: set {Coins::%loop-index%} to loop-value + 5 # Same as "add 5 to {Coins::%loop-index%}" where loop-index is the uuid of the player and loop-value is the actually coins value such as 200
While Loop sections are loops that will just keep repeating as long as a condition is met.
Examples:
while size of all players < 5: send "More players are needed to begin the adventure" to all players wait 5 seconds
set {_counter} to 1 do while {_counter} > 1: # false but will increase {_counter} by 1 then get out add 1 to {_counter}
# Be careful when using while loops with conditions that are almost # always true for a long time without using 'wait %timespan%' inside it, # otherwise it will probably hang and crash your server. while player is online: give player 1 dirt wait 1 second # without using a delay effect the server will crash
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the data value of the block to be placed is not available in this event, only its ID.
Called whenever a player chats. Use chat format to change message format, use chat recipients to edit chat recipients.
Examples:
on chat: if player has permission "owner": set chat format to "<red>[player]<light gray>: <light red>[message]" else if player has permission "admin": set chat format to "<light red>[player]<light gray>: <orange>[message]" else: #default message format set chat format to "<orange>[player]<light gray>: <white>[message]"
Called when a user clicks on a block, an entity or air with or without an item in their hand. Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them. Also note that a leftclick on an entity is an attack and thus not covered by the 'click' event, but the 'damage' event.
Examples:
on click: on rightclick holding a fishing rod: on leftclick on a stone or obsidian: on rightclick on a creeper: on click with a sword:
Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see Is a Skript command condition.
Examples:
on command: on command "/stop": on command "pm Njol ":
Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over on join.
Examples:
on connect: player doesn't have permission "VIP" number of players is greater than 15 kick the player due to "The last 5 slots are reserved for VIP players."
Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the enchant item expression
Examples:
on enchant prepare: set enchant offer 1 to sharpness 1 set the cost of enchant offer 1 to 10 levels
Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively.
Examples:
on sheep eat: kill entity broadcast "A sheep stole some grass!" on falling block land: if event-entity is a falling dirt: cancel event
Called whenever experience is about to spawn. This is a helper event for easily being able to stop xp from spawning, as all you can currently do is cancel the event. Please note that it's impossible to detect xp orbs spawned by plugins (including Skript) with Bukkit, thus make sure that you have no such plugins if you don't want any xp orbs to spawn. (Many plugins that only change the experience dropped by blocks or entities will be detected without problems though)
Examples:
on xp spawn: world is "minigame_world" cancel event
Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time.
on firework explode on firework exploding colored red, light green and black on firework explosion colored light green: broadcast "A firework colored %colors% was exploded at %location%!"
Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see spread event).
Called whenever a player swaps the items in their main- and offhand slots. Works also when one or both of the slots are empty. The event is called before the items are actually swapped, so when you use the player's tool or player's offtool expressions, they will return the values before the swap - this enables you to cancel the event before anything happens.
Examples:
on swap hand items: event-player's tool is a diamond sword cancel event
Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs).
Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The burn event will be called when the block is about do be destroyed by the fire.
Examples:
on block ignite: if event-block is a ladder: cancel event
Called when dropped items merge into a single stack. event-entity will be the entity which is trying to merge, and future event-entity will be the entity which is being merged into.
Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of their inventory, or a dispenser dispensing an item (not shooting it).
Examples:
on item spawn of iron sword: broadcast "Someone dropped an iron sword!"
Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer on connect over this event.
Examples:
on join: message "Welcome on our awesome server!" broadcast "%player% just joined the server!"
Called after a player changed their language in the game settings. You can use the language expression to get the current language of the player. This event requires Minecraft 1.12+.
Examples:
on language change: if player's language starts with "en": send "Hello!"
Called when a player or entity moves. NOTE: Move event will only be called when the entity/player moves position, not orientation (ie: looking around). NOTE: These events can be performance heavy as they are called quite often. If you use these events, and later remove them, a server restart is recommended to clear registered events from Skript.
Examples:
on player move: if player does not have permission "player.can.move": cancel event on skeleton move: if event-entity is not in world "world": kill event-entity
Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often.
Examples:
# prevents sand from falling on block physics: block is sand cancel event
Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld. In Minecraft 1.14+, you can use the player in this event. Please note that there may not always be a player (or other entity) in this event.
Called when a projectile hits an entity or a block. Use the damage event with a check for a projectile to be able to use the entity that got hit in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs.
Examples:
on projectile hit: event-projectile is arrow delete event-projectile
Called when a player takes action on a resource pack request sent via the send resource pack effect. The resource pack condition can be used to check the resource pack state.
This event will be triggered once when the player accepts or declines the resource pack request, and once when the resource pack is successfully installed or failed to download.
Examples:
on resource pack request response: if the resource pack was declined or failed to download:
on resource pack deny: kick the player due to "You have to install the resource pack to play in this server!"
Called when the player activates the riptide enchantment, using their trident to propel them through the air. Note: the riptide action is performed client side, so manipulating the player in this event may have undesired effects.
Called directly after the trigger is loaded, or directly before the whole script is unloaded. The keyword 'async' indicates the trigger can be ran asynchronously,
Examples:
on load: set {running::%script%} to true on unload: set {running::%script%} to false
Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list. The IP expression can be used to get the IP adress of the pinger. This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join).
on server list ping: set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" set the fake max players count to (online players count + 1) set the shown icon to a random server icon out of {server-icons::*}
Called when a player throws an egg. You can just use the shoot event in most cases, as this event is intended to support changing the hatched mob and its chance to hatch, but Skript does not yet support that.
Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), not by dropping or replacing the item in the current slot.
Called when a world is initialised. As all default worlds are initialised before any scripts are loaded, this event is only called for newly created worlds. World management plugins might change the behaviour of this event though.
every 2 seconds in "world": every minecraft hour in "flatworld": every tick in "world": # can cause lag depending on the code inside the event every minecraft days in "plots":
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.
Examples:
set block at player to campfire[lit=false] set target block of player to oak stairs[facing=north;waterlogged=true] set block at player to grass_block[snowy=true] set loop-block to minecraft:chest[facing=north] set block above player to oak_log[axis=y] set target block of player to minecraft:oak_leaves[distance=2;persistent=false]
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
Since:
2.2-dev16b, 2.2-dev35 (renamed to click type)
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.
command /push [<player>]: trigger: if arg-1 is not set: if command sender is console: send "You can't push yourself as a console :\" to sender stop push sender upwards with force 2 send "Yay!" else: push arg-1 upwards with force 2 send "Yay!" to sender and arg-1
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, flying into a wall, cramming, poison, sonic boom, suffocate, custom, a fire, burning, a projectile, plugin, wither potion effect, block explosion, projectile, wither, dragon's breath
Since:
2.0
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.
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.
Examples:
set the block below the victim to a chest loop blocks from the block infront of the player to the block 10 below the player: set the block behind the loop-block to water
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.
Examples:
entity is a zombie or creeper player is an op projectile is an arrow shoot a fireball from the player
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.
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.
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.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
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).
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
Since:
2.2-dev16
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
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.
Examples:
set tool of player to dirt delete helmet of the victim set the color of the player's tool to green enchant the player's chestplate with projectile protection 5
[<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')
Since:
1.0
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.
Examples:
set {_item} to type of the targeted block {_item} is a torch
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.
Examples:
give 4 torches to the player add all slabs to the inventory of the block player's tool is a diamond sword of sharpness remove a pickaxes of fortune 4 from {stored items::*} set {_item} to 10 of every upside-down stair block is dirt or farmland
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.
<number> $ or $ <number>, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'
Since:
2.0
Requirements:
Vault, an economy plugin that supports Vault
A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance.
Examples:
add 10£ to the player's account remove Fr. 9.95 from the player's money set the victim's money to 0 increase the attacker's balance by the level of the victim * 100
[-]###[.###] (any amount of digits; very large numbers will be truncated though)
Since:
1.0
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.
Examples:
set the player's health to 5.5 set {_temp} to 2*{_temp} - 2.5
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.
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.
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.
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.
Examples:
broadcast "Hello World!" message "Hello %player%" message "The id of ""%type of tool%"" is %id of tool%."
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.
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.
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.
Examples:
every 5 minecraft days: wait a minecraft second and 5 ticks every 10 mc days and 12 hours: halt for 12.7 irl minutes, 12 hours and 120.5 seconds
See the type name patterns of all types - including this one
Since:
2.0
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.
Examples:
{variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 {variable} is a type # check whether the variable contains a type, e.g. number or player {variable} is an object # will always succeed if the variable is set as everything is an object, even types. disable PvP in the event-world kill the loop-entity
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.
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).
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]])
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).
Examples:
date(2014, 10, 1) # 0:00, 1st October 2014 date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST)
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.
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.
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.
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.
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.
\ No newline at end of file
diff --git a/docs.json b/docs.json
index 93d61b646dc..2425eba9107 100644
--- a/docs.json
+++ b/docs.json
@@ -4944,7 +4944,7 @@ Can also be used to change the burn/cook time of a placed furnace.",
"examples" : "on click on wool:\\n message \"This wool block is <%color of block%>%color of block%!\"\\n set the color of the block to black"
},
{
- "id" : "ExprColored",
+ "id" : "ExprColoured",
"name" : "Colored / Uncolored",
"patterns" : [
"(colo[u]r-|colo[u]red )%texts%",
diff --git a/effects.html b/effects.html
index 3f8547a8de2..eb44f6ee977 100644
--- a/effects.html
+++ b/effects.html
@@ -1 +1 @@
- Skript Documentation - 2.6.3
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.
Examples:
unban player ban "127.0.0.1" IP-ban the player because "he is an idiot" ban player due to "inappropriate language" for 2 days
Breaks the block and spawns items as if a player had mined it
You 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)
Examples:
on right click: break clicked block naturally loop blocks in radius 10 around player: break loop-block using player's tool loop blocks in radius 10 around player: break loop-block naturally using diamond pickaxe
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.
Examples:
command /nick <text>: executable by: players cooldown: 10 seconds trigger: if length of arg-1 is more than 16: # Makes it so that invalid arguments don't make you wait for the cooldown again cancel the cooldown send "Your nickname may be at most 16 characters." stop set the player's display name to arg-1
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.
Examples:
on death of a zombie: if name of the entity is "&cSpecial": cancel drops of items
on break of a coal ore: cancel the experience drops
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.
Examples:
# set: Set the player's display name to "<red>%name of player%" set the block above the victim to lava # add: add 2 to the player's health # preferably use 'heal' for this add argument to {blacklist::*} give a diamond pickaxe of efficiency 5 to the player increase the data value of the clicked block by 1 # remove: remove 2 pickaxes from the victim subtract 2.5 from {points::%uuid of player%} # remove all: remove every iron tool from the player remove all minecarts from {entitylist::*} # delete: delete the block below the player clear drops delete {variable} # reset: reset walk speed of player reset chunk at the targeted block
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.
Examples:
dye player's helmet blue color the player's tool red
Skips the value currently being looped, moving on to the next value if it exists.
Examples:
loop all players: if loop-value does not have permission "moderator": continue # filter out non moderators broadcast "%loop-player% is a moderator!" # Only moderators get broadcast
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!
Examples:
wait 2 minutes halt for 5 minecraft hours wait a tick
Exits a given amount of loops and conditionals, or the entire trigger.
Examples:
if player has any ore: stop message "%player% has no ores!" loop blocks above the player: loop-block is not air: exit 2 sections set loop-block to water
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.
Examples:
create an explosion of force 10 at the player create an explosion of force 0 at the victim
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.
Examples:
kill the player kill all creepers in the player's world kill all endermen, witches and bats
load [the] server icon (from|of) [the] [image] [file] %text%
Since:
2.3
Requirements:
Paper 1.12.2 or newer
Loads server icons from the given files. You can get the loaded icon using the last loaded server icon expression. Please note that the image must be 64x64 and the file path starts from the server folder.
Examples:
on load: clear {server-icons::*} loop 5 times: load server icon from file "icons/%loop-number%.png" add the last loaded server icon to {server-icons::*}
on server list ping: set the icon to a random server icon out of {server-icons::*}
Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [<script>.sk] <message>' in the server log.
Examples:
on place of TNT: log "%player% placed TNT in %world% at %location of block%" to "tnt/placement.log"
Sends a message to the given player. Only styles written in given string or in formatted expressions will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player.
Examples:
message "A wild %player% appeared!" message "This message is a distraction. Mwahaha!" send "Your kill streak is %{kill streak::%uuid of player%}%." to player if the targeted entity exists: message "You're currently looking at a %type of the targeted entity%!" on chat: cancel event send "[%player%] >> %message%" to all players from player
Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future.
Examples:
show the victim's inventory to the player open the player's inventory for the player
Plays a visual effect at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players.
Examples:
play wolf hearts on the clicked wolf show mob spawner flames at the targeted block to the player
Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
play sound "block.note_block.pling" # It is block.note.pling in 1.12.2 play sound "entity.experience_orb.pickup" with volume 0.5 to the player play sound "custom.music.1" in jukebox category at {speakerBlock}
Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the hover hist when hiding player info. The version string can override the ???. Also the Online Players Count and Max Players expressions will return -1 when hiding player info.
Examples:
hide player info hide player related information in the server list reveal all player related info
Change visibility of a player for the given players. When reveal is used in combination of the hidden players expression and the viewers are not specified, this will default it to the given player in the hidden players expression.
Note: if a player was hidden and relogs, this player will be visible again.
Examples:
on join: if {vanished::%player's uuid%} is true: hide the player from all players
apply swiftness 2 to the player remove haste from the victim on join: apply potion of strength of tier {strength.%player%} to the player for 999 days apply potion effects of player's tool to player
2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)
Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a message or a line of a sign.
Examples:
replace "" in {textvar} with "%item%" replace every "&" with "§" in line 1 # The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well: on chat: replace all "kys", "idiot" and "noob" with "****" in the message
replace all stone and dirt in player's inventory and player's top inventory with diamond
send [the] resource pack [from [[the] URL]] %text% to %players%
send [the] resource pack [from [[the] URL]] %text% with hash %text% to %players%
Since:
2.4
Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.
The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using this online tool.
Stops a sound from playing to the specified players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
stop sound "block.chest.open" for the player stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player
Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks.
Examples:
teleport the player to {homes.%player%} teleport the attacker to the victim
Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above.
If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: send title " " with subtitle "yourtexthere" to player.
Note: if no input is given for the times, it will keep the ones from the last title sent, use the reset title effect to restore the default values.
Examples:
send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds send title "Hi %player%" to player send title "Loot Drop" with subtitle "starts in 3 minutes" to all players send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second send subtitle "Party!" to all players
Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path.
Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Examples:
spawn 3 creepers at the targeted block spawn a ghast 5 meters above the player spawn a zombie at the player: set name of the zombie to ""
\ No newline at end of file
+ Skript Documentation - 2.6.3
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.
Examples:
unban player ban "127.0.0.1" IP-ban the player because "he is an idiot" ban player due to "inappropriate language" for 2 days
Breaks the block and spawns items as if a player had mined it
You 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)
Examples:
on right click: break clicked block naturally loop blocks in radius 10 around player: break loop-block using player's tool loop blocks in radius 10 around player: break loop-block naturally using diamond pickaxe
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.
Examples:
command /nick <text>: executable by: players cooldown: 10 seconds trigger: if length of arg-1 is more than 16: # Makes it so that invalid arguments don't make you wait for the cooldown again cancel the cooldown send "Your nickname may be at most 16 characters." stop set the player's display name to arg-1
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.
Examples:
on death of a zombie: if name of the entity is "&cSpecial": cancel drops of items
on break of a coal ore: cancel the experience drops
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.
Examples:
# set: Set the player's display name to "<red>%name of player%" set the block above the victim to lava # add: add 2 to the player's health # preferably use 'heal' for this add argument to {blacklist::*} give a diamond pickaxe of efficiency 5 to the player increase the data value of the clicked block by 1 # remove: remove 2 pickaxes from the victim subtract 2.5 from {points::%uuid of player%} # remove all: remove every iron tool from the player remove all minecarts from {entitylist::*} # delete: delete the block below the player clear drops delete {variable} # reset: reset walk speed of player reset chunk at the targeted block
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.
Examples:
dye player's helmet blue color the player's tool red
Skips the value currently being looped, moving on to the next value if it exists.
Examples:
loop all players: if loop-value does not have permission "moderator": continue # filter out non moderators broadcast "%loop-player% is a moderator!" # Only moderators get broadcast
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!
Examples:
wait 2 minutes halt for 5 minecraft hours wait a tick
Exits a given amount of loops and conditionals, or the entire trigger.
Examples:
if player has any ore: stop message "%player% has no ores!" loop blocks above the player: loop-block is not air: exit 2 sections set loop-block to water
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.
Examples:
create an explosion of force 10 at the player create an explosion of force 0 at the victim
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.
Examples:
kill the player kill all creepers in the player's world kill all endermen, witches and bats
load [the] server icon (from|of) [the] [image] [file] %text%
Since:
2.3
Requirements:
Paper 1.12.2 or newer
Loads server icons from the given files. You can get the loaded icon using the last loaded server icon expression. Please note that the image must be 64x64 and the file path starts from the server folder.
Examples:
on load: clear {server-icons::*} loop 5 times: load server icon from file "icons/%loop-number%.png" add the last loaded server icon to {server-icons::*}
on server list ping: set the icon to a random server icon out of {server-icons::*}
Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [<script>.sk] <message>' in the server log.
Examples:
on place of TNT: log "%player% placed TNT in %world% at %location of block%" to "tnt/placement.log"
Sends a message to the given player. Only styles written in given string or in formatted expressions will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player.
Examples:
message "A wild %player% appeared!" message "This message is a distraction. Mwahaha!" send "Your kill streak is %{kill streak::%uuid of player%}%." to player if the targeted entity exists: message "You're currently looking at a %type of the targeted entity%!" on chat: cancel event send "[%player%] >> %message%" to all players from player
Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future.
Examples:
show the victim's inventory to the player open the player's inventory for the player
Plays a visual effect at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players.
Examples:
play wolf hearts on the clicked wolf show mob spawner flames at the targeted block to the player
Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
play sound "block.note_block.pling" # It is block.note.pling in 1.12.2 play sound "entity.experience_orb.pickup" with volume 0.5 to the player play sound "custom.music.1" in jukebox category at {speakerBlock}
Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the hover hist when hiding player info. The version string can override the ???. Also the Online Players Count and Max Players expressions will return -1 when hiding player info.
Examples:
hide player info hide player related information in the server list reveal all player related info
Change visibility of a player for the given players. When reveal is used in combination of the hidden players expression and the viewers are not specified, this will default it to the given player in the hidden players expression.
Note: if a player was hidden and relogs, this player will be visible again.
Examples:
on join: if {vanished::%player's uuid%} is true: hide the player from all players
apply swiftness 2 to the player remove haste from the victim on join: apply potion of strength of tier {strength.%player%} to the player for 999 days apply potion effects of player's tool to player
2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)
Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a message or a line of a sign.
Examples:
replace "" in {textvar} with "%item%" replace every "&" with "§" in line 1 # The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well: on chat: replace all "kys", "idiot" and "noob" with "****" in the message
replace all stone and dirt in player's inventory and player's top inventory with diamond
send [the] resource pack [from [[the] URL]] %text% to %players%
send [the] resource pack [from [[the] URL]] %text% with hash %text% to %players%
Since:
2.4
Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.
The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using this online tool.
Stops a sound from playing to the specified players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category.
Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.
Examples:
stop sound "block.chest.open" for the player stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player
Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks.
Examples:
teleport the player to {homes.%player%} teleport the attacker to the victim
Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above.
If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: send title " " with subtitle "yourtexthere" to player.
Note: if no input is given for the times, it will keep the ones from the last title sent, use the reset title effect to restore the default values.
Examples:
send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds send title "Hi %player%" to player send title "Loot Drop" with subtitle "starts in 3 minutes" to all players send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second send subtitle "Party!" to all players
Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path.
Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Examples:
spawn 3 creepers at the targeted block spawn a ghast 5 meters above the player spawn a zombie at the player: set name of the zombie to ""
\ No newline at end of file
diff --git a/events.html b/events.html
index 00a696ec3cd..7a20a13ec74 100644
--- a/events.html
+++ b/events.html
@@ -1 +1 @@
- Skript Documentation - 2.6.3
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the data value of the block to be placed is not available in this event, only its ID.
Called whenever a player chats. Use chat format to change message format, use chat recipients to edit chat recipients.
Examples:
on chat: if player has permission "owner": set chat format to "<red>[player]<light gray>: <light red>[message]" else if player has permission "admin": set chat format to "<light red>[player]<light gray>: <orange>[message]" else: #default message format set chat format to "<orange>[player]<light gray>: <white>[message]"
Called when a user clicks on a block, an entity or air with or without an item in their hand. Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them. Also note that a leftclick on an entity is an attack and thus not covered by the 'click' event, but the 'damage' event.
Examples:
on click: on rightclick holding a fishing rod: on leftclick on a stone or obsidian: on rightclick on a creeper: on click with a sword:
Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see Is a Skript command condition.
Examples:
on command: on command "/stop": on command "pm Njol ":
Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over on join.
Examples:
on connect: player doesn't have permission "VIP" number of players is greater than 15 kick the player due to "The last 5 slots are reserved for VIP players."
Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the enchant item expression
Examples:
on enchant prepare: set enchant offer 1 to sharpness 1 set the cost of enchant offer 1 to 10 levels
Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively.
Examples:
on sheep eat: kill entity broadcast "A sheep stole some grass!" on falling block land: if event-entity is a falling dirt: cancel event
Called whenever experience is about to spawn. This is a helper event for easily being able to stop xp from spawning, as all you can currently do is cancel the event. Please note that it's impossible to detect xp orbs spawned by plugins (including Skript) with Bukkit, thus make sure that you have no such plugins if you don't want any xp orbs to spawn. (Many plugins that only change the experience dropped by blocks or entities will be detected without problems though)
Examples:
on xp spawn: world is "minigame_world" cancel event
Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time.
on firework explode on firework exploding colored red, light green and black on firework explosion colored light green: broadcast "A firework colored %colors% was exploded at %location%!"
Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see spread event).
Called whenever a player swaps the items in their main- and offhand slots. Works also when one or both of the slots are empty. The event is called before the items are actually swapped, so when you use the player's tool or player's offtool expressions, they will return the values before the swap - this enables you to cancel the event before anything happens.
Examples:
on swap hand items: event-player's tool is a diamond sword cancel event
Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs).
Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The burn event will be called when the block is about do be destroyed by the fire.
Examples:
on block ignite: if event-block is a ladder: cancel event
Called when dropped items merge into a single stack. event-entity will be the entity which is trying to merge, and future event-entity will be the entity which is being merged into.
Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of their inventory, or a dispenser dispensing an item (not shooting it).
Examples:
on item spawn of iron sword: broadcast "Someone dropped an iron sword!"
Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer on connect over this event.
Examples:
on join: message "Welcome on our awesome server!" broadcast "%player% just joined the server!"
Called after a player changed their language in the game settings. You can use the language expression to get the current language of the player. This event requires Minecraft 1.12+.
Examples:
on language change: if player's language starts with "en": send "Hello!"
Called when a player or entity moves. NOTE: Move event will only be called when the entity/player moves position, not orientation (ie: looking around). NOTE: These events can be performance heavy as they are called quite often. If you use these events, and later remove them, a server restart is recommended to clear registered events from Skript.
Examples:
on player move: if player does not have permission "player.can.move": cancel event on skeleton move: if event-entity is not in world "world": kill event-entity
Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often.
Examples:
# prevents sand from falling on block physics: block is sand cancel event
Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld. In Minecraft 1.14+, you can use the player in this event. Please note that there may not always be a player (or other entity) in this event.
Called when a projectile hits an entity or a block. Use the damage event with a check for a projectile to be able to use the entity that got hit in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs.
Examples:
on projectile hit: event-projectile is arrow delete event-projectile
Called when a player takes action on a resource pack request sent via the send resource pack effect. The resource pack condition can be used to check the resource pack state.
This event will be triggered once when the player accepts or declines the resource pack request, and once when the resource pack is successfully installed or failed to download.
Examples:
on resource pack request response: if the resource pack was declined or failed to download:
on resource pack deny: kick the player due to "You have to install the resource pack to play in this server!"
Called when the player activates the riptide enchantment, using their trident to propel them through the air. Note: the riptide action is performed client side, so manipulating the player in this event may have undesired effects.
Called directly after the trigger is loaded, or directly before the whole script is unloaded. The keyword 'async' indicates the trigger can be ran asynchronously,
Examples:
on load: set {running::%script%} to true on unload: set {running::%script%} to false
Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list. The IP expression can be used to get the IP adress of the pinger. This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join).
on server list ping: set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" set the fake max players count to (online players count + 1) set the shown icon to a random server icon out of {server-icons::*}
Called when a player throws an egg. You can just use the shoot event in most cases, as this event is intended to support changing the hatched mob and its chance to hatch, but Skript does not yet support that.
Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), not by dropping or replacing the item in the current slot.
Called when a world is initialised. As all default worlds are initialised before any scripts are loaded, this event is only called for newly created worlds. World management plugins might change the behaviour of this event though.
every 2 seconds in "world": every minecraft hour in "flatworld": every tick in "world": # can cause lag depending on the code inside the event every minecraft days in "plots":
\ No newline at end of file
+ Skript Documentation - 2.6.3
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the data value of the block to be placed is not available in this event, only its ID.
Called whenever a player chats. Use chat format to change message format, use chat recipients to edit chat recipients.
Examples:
on chat: if player has permission "owner": set chat format to "<red>[player]<light gray>: <light red>[message]" else if player has permission "admin": set chat format to "<light red>[player]<light gray>: <orange>[message]" else: #default message format set chat format to "<orange>[player]<light gray>: <white>[message]"
Called when a user clicks on a block, an entity or air with or without an item in their hand. Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them. Also note that a leftclick on an entity is an attack and thus not covered by the 'click' event, but the 'damage' event.
Examples:
on click: on rightclick holding a fishing rod: on leftclick on a stone or obsidian: on rightclick on a creeper: on click with a sword:
Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see Is a Skript command condition.
Examples:
on command: on command "/stop": on command "pm Njol ":
Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over on join.
Examples:
on connect: player doesn't have permission "VIP" number of players is greater than 15 kick the player due to "The last 5 slots are reserved for VIP players."
Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the enchant item expression
Examples:
on enchant prepare: set enchant offer 1 to sharpness 1 set the cost of enchant offer 1 to 10 levels
Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively.
Examples:
on sheep eat: kill entity broadcast "A sheep stole some grass!" on falling block land: if event-entity is a falling dirt: cancel event
Called whenever experience is about to spawn. This is a helper event for easily being able to stop xp from spawning, as all you can currently do is cancel the event. Please note that it's impossible to detect xp orbs spawned by plugins (including Skript) with Bukkit, thus make sure that you have no such plugins if you don't want any xp orbs to spawn. (Many plugins that only change the experience dropped by blocks or entities will be detected without problems though)
Examples:
on xp spawn: world is "minigame_world" cancel event
Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time.
on firework explode on firework exploding colored red, light green and black on firework explosion colored light green: broadcast "A firework colored %colors% was exploded at %location%!"
Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see spread event).
Called whenever a player swaps the items in their main- and offhand slots. Works also when one or both of the slots are empty. The event is called before the items are actually swapped, so when you use the player's tool or player's offtool expressions, they will return the values before the swap - this enables you to cancel the event before anything happens.
Examples:
on swap hand items: event-player's tool is a diamond sword cancel event
Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs).
Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The burn event will be called when the block is about do be destroyed by the fire.
Examples:
on block ignite: if event-block is a ladder: cancel event
Called when dropped items merge into a single stack. event-entity will be the entity which is trying to merge, and future event-entity will be the entity which is being merged into.
Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of their inventory, or a dispenser dispensing an item (not shooting it).
Examples:
on item spawn of iron sword: broadcast "Someone dropped an iron sword!"
Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer on connect over this event.
Examples:
on join: message "Welcome on our awesome server!" broadcast "%player% just joined the server!"
Called after a player changed their language in the game settings. You can use the language expression to get the current language of the player. This event requires Minecraft 1.12+.
Examples:
on language change: if player's language starts with "en": send "Hello!"
Called when a player or entity moves. NOTE: Move event will only be called when the entity/player moves position, not orientation (ie: looking around). NOTE: These events can be performance heavy as they are called quite often. If you use these events, and later remove them, a server restart is recommended to clear registered events from Skript.
Examples:
on player move: if player does not have permission "player.can.move": cancel event on skeleton move: if event-entity is not in world "world": kill event-entity
Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often.
Examples:
# prevents sand from falling on block physics: block is sand cancel event
Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld. In Minecraft 1.14+, you can use the player in this event. Please note that there may not always be a player (or other entity) in this event.
Called when a projectile hits an entity or a block. Use the damage event with a check for a projectile to be able to use the entity that got hit in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs.
Examples:
on projectile hit: event-projectile is arrow delete event-projectile
Called when a player takes action on a resource pack request sent via the send resource pack effect. The resource pack condition can be used to check the resource pack state.
This event will be triggered once when the player accepts or declines the resource pack request, and once when the resource pack is successfully installed or failed to download.
Examples:
on resource pack request response: if the resource pack was declined or failed to download:
on resource pack deny: kick the player due to "You have to install the resource pack to play in this server!"
Called when the player activates the riptide enchantment, using their trident to propel them through the air. Note: the riptide action is performed client side, so manipulating the player in this event may have undesired effects.
Called directly after the trigger is loaded, or directly before the whole script is unloaded. The keyword 'async' indicates the trigger can be ran asynchronously,
Examples:
on load: set {running::%script%} to true on unload: set {running::%script%} to false
Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list. The IP expression can be used to get the IP adress of the pinger. This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join).
on server list ping: set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" set the fake max players count to (online players count + 1) set the shown icon to a random server icon out of {server-icons::*}
Called when a player throws an egg. You can just use the shoot event in most cases, as this event is intended to support changing the hatched mob and its chance to hatch, but Skript does not yet support that.
Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), not by dropping or replacing the item in the current slot.
Called when a world is initialised. As all default worlds are initialised before any scripts are loaded, this event is only called for newly created worlds. World management plugins might change the behaviour of this event though.
every 2 seconds in "world": every minecraft hour in "flatworld": every tick in "world": # can cause lag depending on the code inside the event every minecraft days in "plots":
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- Skript Documentation - 2.6.3
Returns all of the scripts, or just the enabled or disabled ones.
Examples:
command /scripts: trigger: send "All Scripts: %scripts%" to player send "Loaded Scripts: %enabled scripts%" to player send "Unloaded Scripts: %disabled scripts%" to player
The amount of something. Please note that amount of %items% will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the item amount expression.
Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.
Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list) Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!
Examples:
message "There are %number of all players% players online!"
Only usable in command events. Holds the value of an argument given to the command, e.g. if the command "/tell <player> <text>" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'.
Examples:
give the item-argument to the player-argument damage the player-argument by the number-argument give a diamond pickaxe to the argument add argument 1 to argument 2 heal the last argument
Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc.
Examples:
set the player's health to 10 - the player's health loop (argument + 2) / 5 times: message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%" message "You have %health of player * 2% half hearts of HP!"
A part of a player's armour, i.e. the boots, leggings, chestplate or helmet.
Examples:
set chestplate of the player to a diamond chestplate helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin
Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything.
Examples:
on damage: if attack cooldown of attacker < 1: set damage to 0 send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker
The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event.
Examples:
on damage: victim is a creeper damage the attacked by 1 heart
The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases.
Examples:
on damage: attacker is a player health of attacker is less than or equal to 2 damage victim by 1 heart
The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the altitude (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column).
Examples:
# damage player in deserts constantly every real minute: loop all players: biome at loop-player is desert damage the loop-player by 1
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
Returns the age or max age of a block. 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested.
Examples:
set age of targeted block to max age of targeted block
Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid.
Examples:
loop blocks above the player: loop blocks between the block below the player and the targeted block: set the blocks below the player, the victim and the targeted block to air set all blocks within {loc1} and {loc2} to stone set all blocks within chunk at player to air
Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case
Examples:
"Oops!" in lowercase # oops! "oops!" in uppercase # OOPS! "hellO i'm steve!" in proper case # HellO I'm Steve! "hellO i'm steve!" in strict proper case # Hello I'm Steve! "spAwn neW boSs ()" in camel case # spAwnNeWBoSs() "spAwn neW boSs ()" in strict camel case # spawnNewBoss() "geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer() "geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber() "Hello Player!" in snake case # Hello_Player! "Hello Player!" in lower snake case # hello_player! "Hello Player!" in upper snake case # HELLO_PLAYER! "What is your name?" in kebab case # What-is-your-name? "What is your name?" in lower kebab case # what-is-your-name? "What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME?
Parses <color>s and, optionally, chat styles in a message or removes any colors and chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the send effect.
Examples:
on chat: set message to colored message # Safe; only colors get parsed command /fade <player>: trigger: set display name of the player-argument to uncolored display name of the player-argument command /format <text>: trigger: message formatted text-argument # Safe, because we're sending to whoever used this command
The command that caused an 'on command' event (excluding the leading slash and all arguments)
Examples:
# prevent any commands except for the /exit command during some game on command: if {game::%player%::playing} is true: if the command is not "exit": message "You're not allowed to use commands during the game" cancel the event
main name of command "skript" description of command "help" label of command "pl" usage of command "help" aliases of command "bukkit:help" permission of command "/op" command "op"'s permission message command "sk"'s plugin owner
The player or the console who sent a command. Mostly useful in commands and command events. If the command sender is a command block, its location can be retrieved by using %block's location%
Examples:
make the command sender execute "/say hi!" on command: log "%executor% used command /%command% %arguments%" to "commands.log"
# make all player's compasses target a player stored in {compass::target::%player%} every 5 seconds: loop all players: set the loop-player's compass target to location of {compass::target::%%loop-player%}
Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission.
Examples:
command /home: cooldown: 10 seconds cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%. trigger: teleport player to {home::%player%}
The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'.
Examples:
give a diamond sword of sharpness 3 to the player kill the creeper kill all powered creepers in the wolf's world projectile is an arrow
How much damage is done in a damage event, possibly ignoring armour, criticals and/or enchantments. Can be changed (remember that in Skript '1' is one full heart, not half a heart).
Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks
Examples:
give player diamond sword with damage value 100 set player's tool to diamond hoe damaged by 250 give player diamond sword with damage 700 named "BROKEN SWORD" set {_item} to diamond hoe with damage value 50 named "SAD HOE" set target block of player to wool with data value 1 set target block of player to potato plant with data value 7
The data/damage value of an item/block. Data values of blocks are only supported on 1.12.2 and below. You usually don't need this expression as you can check and set items with aliases easily, but this expression can e.g. be used to "add 1 to data of <item>", e.g. for cycling through all wool colors.
Examples:
set damage value of player's tool to 10 set data value of target block of player to 3 add 1 to the data value of the clicked block reset data value of block at player
if difference between {command::%player%::lastuse} and now is smaller than a minute: message "You have to wait a minute before using this command again!"
thrust the player upwards set the block behind the player to water loop blocks above the player: set {_rand} to a random integer between 1 and 10 set the block {_rand} meters south east of the loop-block to stone block in horizontal facing of the clicked entity from the player is air spawn a creeper 1.5 meters horizontally behind the player spawn a TNT 5 meters above and 2 meters horizontally behind the player thrust the last spawned TNT in the horizontal direction of the player with speed 0.2 push the player upwards and horizontally forward at speed 0.5 push the clicked entity in in the direction of the player at speed -0.5 open the inventory of the block 2 blocks below the player to the player teleport the clicked entity behind the player grow a regular tree 2 meters horizontally behind the player
Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all.
The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event.
All entities in all worlds, in a specific world, in a chunk or in a radius around a certain location, e.g. all players, all creepers in the player's world, or players in radius 100 of the player.
Examples:
kill all creepers in the player's world send "Psst!" to all players within 100 meters of the player give a diamond to all ops heal all tamed wolves in radius 2000 around {town center} delete all monsters in chunk at player
The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above.
Examples:
on damage of player: send "You are wounded!" set victim's attack speed attribute to 2
How much experience was spawned in an experience spawn or block break event. Can be changed.
Examples:
on experience spawn: add 5 to the spawned experience on break of coal ore: clear dropped experience on break of diamond ore: if tool of player = diamond pickaxe: add 100 to dropped experience
The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect.
Examples:
on explode: set the explosion's block yield to 10%
The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read this wiki page for more information
Examples:
on explosion prime: set the yield of the explosion to 10
The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read this wiki page for more information
Examples:
on spawn of a creeper: set the explosive yield of the event-entity to 10
The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike direction which is the exact direction, e.g. '0.5 south and 0.7 east')
Examples:
# makes a bridge loop blocks from the block below the player in the horizontal facing of the player: set loop-block to cobblestone
Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition.
Examples:
send "congrats on being staff!" to all players where [player input has permission "staff"]
Represents the input in a filter expression. For example, if you ran 'broadcast "something" and "something else" where [input is "something"]the condition would be checked twice, using "something" and "something else" as the inputs.
Examples:
send "congrats on being staff!" to all players where [input has permission "staff"]
Represents a 'firework effect' which can be used in the launch firework effect.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this Wikipedia article.
Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a level change event. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event.
Examples:
on teleport: former world was "world_nether" # or 'world was' world will be "world" # or 'world after the event is' on tool change: past tool is an axe the tool after the event will be air on weather change: set {weather::%world%::old} to past weather set {weather::%world%::current} to the new weather
A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use 'block' and not 'furnace', as 'furnace' is not an existing expression.
Examples:
set the fuel slot of the clicked block to a lava bucket set the block's ore slot to 64 iron ore give the result of the block to the player clear the result slot of the block
Returns the hanging entity or remover in hanging break and place events.
Examples:
on break of item frame: if item of hanging entity is diamond pickaxe: cancel event if hanging remover is a player: send "You can't break that item frame!" to hanging remover
Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.
MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not that secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you must specify algorithms that will be used for security reasons!
Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript.
Examples:
command /setpass <text>: trigger: set {password::%uuid of player%} to text-argument hashed with SHA-256 command /login <text>: trigger: if text-argument hashed with SHA-256 is {password::%uuid of player%}: message "Login successful." else: message "Wrong password!"
The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows.
Examples:
set the block at the player's head to air set the block in front of the player's eyes to glass loop blocks in front of the player's head:
The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players).
The currently selected hotbar slot. To retrieve its number use Slot Index expression.
Examples:
message "%player's current hotbar slot%" set player's selected hotbar slot to slot 4 of player send "index of player's current hotbar slot = 1" # second slot from the left
The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a server list ping event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes fake online count) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.
Examples:
on server list ping: clear the hover list add "&aWelcome to the &6Minecraft &aserver!" to the hover list add "" to the hover list # A blank line add "&cThere are &6%online players count% &conline players!" to the hover list
The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the length of the text.
Examples:
set {_first} to the first index of "@" in the text argument if {_s} contains "abc": set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s}
Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices.
Examples:
set {l::*} to "some", "cool" and "values" broadcast "%indices of {l::*}%" # result is 1, 2 and 3
set {_leader-board::first} to 17 set {_leader-board::third} to 30 set {_leader-board::second} to 25 set {_leader-board::fourth} to 42 set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first
Gets the amount of rows/slots, viewers and holder of an inventory.
NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.
Examples:
event-inventory's amount of rows holder of player's top inventory {_inventory}'s viewers
Represents a slot in an inventory. It can be used to change the item in an inventory too.
Examples:
if slot 0 of player is air: set slot 0 of player to 2 stones remove 1 stone from slot 0 of player add 2 stones to slot 0 of player clear slot 1 of player
An item associated with an entity. For dropped item entities, it gets, obviously, the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.),it gets the displayed item. Other entities do not have items associated with them.
Items or blocks of a specific type, useful for looping.
Examples:
loop items of type ore and log: block contains loop-item message "Theres at least one %loop-item% in this block" drop all blocks at the player # drops one of every block at the player
All items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved.
Examples:
loop all items in the player's inventory: loop-item is enchanted remove loop-item from the player set {inventory::%uuid of player%::*} to items in the player's inventory
Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter.
Examples:
message "Online players: %join all players with "" | ""%" # %all players% would use the default "x, y, and z" set {_s::*} to the string argument split at ","
Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
Holds the entity that was spawned most recently with the spawn effect, drop with the drop effect or shot with the shoot effect. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together.
Examples:
spawn a priest set {healer::%spawned priest%} to true shoot an arrow from the last spawned entity ignite the shot projectile drop a diamond sword push last dropped item upwards
When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server.
Examples:
command /onlinefor: trigger: send "You have been online for %difference between player's last login and now%." send "You first joined the server %difference between player's first login and now% ago."
The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. increase the player's level progress by 0.5 will make the player gain a level if their progress was more than 50%.
Examples:
# use the exp bar as mana on rightclick with a blaze rod: player's level progress is larger than 0.2 shoot a fireball from the player reduce the player's level progress by 0.2 every 2 seconds: loop all players: level progress of loop-player is smaller than 0.9: increase level progress of the loop-player by 0.1 else: set level progress of the loop-player to 0.99 on xp spawn: cancel event
Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types.
Examples:
# set vampire players standing in bright sunlight on fire every 5 seconds: loop all players: {vampire::%uuid of loop-player%} is true sunlight level at the loop-player is greater than 10 ignite the loop-player for 5 seconds
The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use head location to get the location of the head.
Examples:
set {home::%uuid of player%} to the location of the player message "You home was set to %player's location% in %player's world%."
# countdown: loop 10 times: message "%11 - loop-number%" wait a second # generate a 10x10 floor made of randomly colored wool below the player: loop blocks from the block below the player to the block 10 east of the block below the player: loop blocks from the loop-block to the block 10 north of the loop-block: set loop-block-2 to any wool
The message of the day in the server list. This can be changed in a server list ping event only. 'default MOTD' returns the default MOTD always and can't be changed.
The count of max players. This can be changed in a server list ping event only. 'real max players' returns the real count of max players of the server always and can't be changed.
Examples:
on server list ping: set the max players count to (online players count + 1)
The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending.
Examples:
on item mend: set the mending repair amount to 100
The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, or the death message on a death event. This expression is mostly useful for being changed.
Examples:
on chat: player has permission "admin" set message to "&c%message%"
on first join: set join message to "Welcome %player% to our awesome server!"
on join: player has played before set join message to "Welcome back, %player%!"
on quit: set quit message to "%player% left this awesome server!"
on death: set the death message to "%player% died!"
Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location.
Examples:
command /stuck: executable by: players trigger: teleport player to the center of player's location send "You're no longer stuck."
How much virtual money a player has (can be changed). This expression requires Vault and a compatible economy plugin to be installed.
Examples:
message "You have %player's money%" # the currency name will be added automatically remove 20$ from the player's balance # replace '$' by whatever currency you use add 200 to the player's account # or omit the currency alltogether
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use set name of <item/inventory> to <text>.
Examples:
give a diamond sword of sharpness 100 named "<gold>Excalibur" to the player set tool of player to the player's tool named "<gold>Wand" set the name of the player's tool to "<gold>Wand" open hopper inventory named "Magic Hopper" to player
The number of uppercase, lowercase, or digit characters in a string.
Examples:
#Simple Chat Filter on chat: if number of uppercase chars in message / length of message > 0.5 cancel event send "<red>Your message has to many caps!" to player
All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:'
Examples:
loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5 loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5 loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4
The amount of online players. This can be changed in a server list ping event only to show fake online player amount. 'real online player count' always returns the real count of online players and can't be changed.
Fake online player count requires PaperSpigot 1.12.2+.
Examples:
on server list ping: # This will make the max players count 5 if there are 4 players online. set the fake max players count to (online players count + 1)
Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the parse error will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a Skript pattern, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You have to save the expression's value in a list variable, e.g. set {parsed::*} to message parsed as "...". - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}.
Examples:
set {var} to line 1 parsed as number on chat: set {var::*} to message parsed as "buying %items% for %money%" if parse error is set: message "%parse error%" else if {var::*} is set: cancel event remove {var::2} from the player's balance give {var::1::*} to the player
The error which caused the last parse operation to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all.
Examples:
set {var} to line 1 parsed as integer if {var} is not set: parse error is set: message "<red>Line 1 is invalid: %last parse error%" else: message "<red>Please put an integer on line 1!"
The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: vehicle
Examples:
#for 1.11 and lower passenger of the minecart is a creeper or a cow the saddled pig's passenger is a player #for 1.11.2+ passengers of the minecart contains a creeper or a cow the boat's passenger contains a pig add a cow and a zombie to passengers of last spawned boat set passengers of player's vehicle to a pig and a horse remove all pigs from player's vehicle clear passengers of boat
Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot).
Examples:
command /ping : trigger: send "%arg-1%'s ping is %arg-1's ping%"
Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan.
Examples:
set {_p} to potion effect of speed of tier 1 without particles for 10 minutes add {_p} to potion effects of player's tool add {_p} to potion effects of target entity add potion effect of speed 1 to potion effects of player
Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1.
Examples:
set {_p::*} to active potion effects of player clear all the potion effects of player clear all the potion effects of player's tool add potion effects of player to potion effects of player's tool add speed to potion effects of target entity remove speed and night vision from potion effects of player
The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions visit wiki.vg. If this protocol version doesn't match with the protocol version of the client, the client will see the version string. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the version string as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.
This can be set in a server list ping event only (increase and decrease effects cannot be used because that wouldn't make sense).
Examples:
on server list ping: set the version string to "<light green>Version: <orange>%minecraft version%" set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always
A random number or integer between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. random number between 2 and 1 will work as well as random number between 1 and 2.
Examples:
set the player's health to a random number between 5 and 10 send "You rolled a %random integer from 1 to 6%!" to the player
All regions at a particular location. This expression requires a supported regions plugin to be installed.
Examples:
On click on a sign: line 1 of the clicked block is "[region info]" set {_regions::*} to regions at the clicked block if {_regions::*} is empty: message "No regions exist at this sign." else: message "Regions containing this sign: <gold>%{_regions::*}%."
Scoreboard tags are simple list of texts stored directly in the data of an entity. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit visit Minecraft Wiki for more info. This is changeable and valid for any type of entity. Also you can use use the Has Scoreboard Tag condition to check whether an entity has the given tags.
Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot).
Examples:
on spawn of a monster: if the spawn reason is mob spawner: add "spawned by a spawner" to the scoreboard tags of event-entity
on death of a monster: if the attacker is a player: if the victim doesn't have the scoreboard tag "spawned by a spawner": add 1$ to attacker's balance
Icon of the server in the server list. Can be set to an icon that loaded using the load server icon effect, or can be reset to the default icon in a server list ping. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed.
Examples:
on script load: set {server-icons::default} to the default server icon
Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.
Examples:
if index of event-slot is 10: send "You bought a pie!"
Returns the entity which is followed by the camera of the player when in spectator mode.
Examples:
command /spectate : executable by: players trigger: set gamemode of player to spectator # otherwise below won't do anything set spectator target of player to arg-1 send "Spectating %arg-1%" to player
A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do.
Examples:
set the player's walk speed to 1 increase the argument's fly speed by 0.1
Extracts part of a text. You can either get the first <x> characters, the last <x> characters, the character at index <x>, or the characters between indices <x> and <y>. The indices <x> and <y> should be between 1 and the length of the text (other values will be fit into this range).
Examples:
set {_s} to the first 5 characters of the text argument message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console set {_characters::*} to characters at 1, 2 and 7 in player's display name send the last character of all players' names
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.
Examples:
# A command to set the block a player looks at to a specific type: command /setblock <material>: trigger: set targeted block to argument
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.
Examples:
set {_t} to time played of player if player's time played is greater than 10 minutes: give player a diamond sword set player's time played to 0 seconds
Type of a block, item, entity, inventory or potion effect. Types of items and blocks 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.
Examples:
on rightclick on an entity: message "This is a %type of clicked entity%!"
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!
Examples:
# prevents people from joining the server if they use the name of a player # who has played on this server at least once since this script has been added on login: if {uuid::%name of player%} exists: {uuid::%name of player%} is not uuid of player kick player due to "Someone with your name has played on this server before" else: set {uuid::%name of player%} to uuid of player
set {_v} to vector 1, 2, 3 // 5 set {_v} to {_v} ++ {_v} set {_v} to {_v} ++ 5 set {_v} to {_v} -- {_v} set {_v} to {_v} -- 5 set {_v} to {_v} ** {_v} set {_v} to {_v} ** 5 set {_v} to {_v} // {_v} set {_v} to {_v} // 5
Gets or changes the x, y or z component of a vector.
Examples:
set {_v} to vector 1, 2, 3 send "%x of {_v}%, %y of {_v}%, %z of {_v}%" add 1 to x of {_v} add 2 to y of {_v} add 3 to z of {_v} send "%x of {_v}%, %y of {_v}%, %z of {_v}%" set x component of {_v} to 1 set y component of {_v} to 2 set z component of {_v} to 3 send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%"
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
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.
Examples:
on server list ping: set the protocol version to 0 # 13w41a (1.7), so it will show the version string always set the version string to "<light green>Version: <orange>%minecraft version%"
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.
Examples:
set {_clientView} to the client view distance of player set view distance of player to client view distance of player
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)
Examples:
set whitelist to false add all players to whitelist reset the whitelist
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.
log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log" set {_yaw} to yaw of player set {_p} to pitch of target entity
\ No newline at end of file
+ Skript Documentation - 2.6.3
Returns all of the scripts, or just the enabled or disabled ones.
Examples:
command /scripts: trigger: send "All Scripts: %scripts%" to player send "Loaded Scripts: %enabled scripts%" to player send "Unloaded Scripts: %disabled scripts%" to player
The amount of something. Please note that amount of %items% will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the item amount expression.
Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.
Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list) Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!
Examples:
message "There are %number of all players% players online!"
Only usable in command events. Holds the value of an argument given to the command, e.g. if the command "/tell <player> <text>" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'.
Examples:
give the item-argument to the player-argument damage the player-argument by the number-argument give a diamond pickaxe to the argument add argument 1 to argument 2 heal the last argument
Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc.
Examples:
set the player's health to 10 - the player's health loop (argument + 2) / 5 times: message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%" message "You have %health of player * 2% half hearts of HP!"
A part of a player's armour, i.e. the boots, leggings, chestplate or helmet.
Examples:
set chestplate of the player to a diamond chestplate helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin
Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything.
Examples:
on damage: if attack cooldown of attacker < 1: set damage to 0 send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker
The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event.
Examples:
on damage: victim is a creeper damage the attacked by 1 heart
The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases.
Examples:
on damage: attacker is a player health of attacker is less than or equal to 2 damage victim by 1 heart
The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the altitude (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column).
Examples:
# damage player in deserts constantly every real minute: loop all players: biome at loop-player is desert damage the loop-player by 1
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
block is ore set block below to air spawn a creeper above the block loop blocks in radius 4: loop-block is obsidian set loop-block to water block is a chest: clear the inventory of the block
Returns the age or max age of a block. 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested.
Examples:
set age of targeted block to max age of targeted block
Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid.
Examples:
loop blocks above the player: loop blocks between the block below the player and the targeted block: set the blocks below the player, the victim and the targeted block to air set all blocks within {loc1} and {loc2} to stone set all blocks within chunk at player to air
Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case
Examples:
"Oops!" in lowercase # oops! "oops!" in uppercase # OOPS! "hellO i'm steve!" in proper case # HellO I'm Steve! "hellO i'm steve!" in strict proper case # Hello I'm Steve! "spAwn neW boSs ()" in camel case # spAwnNeWBoSs() "spAwn neW boSs ()" in strict camel case # spawnNewBoss() "geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer() "geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber() "Hello Player!" in snake case # Hello_Player! "Hello Player!" in lower snake case # hello_player! "Hello Player!" in upper snake case # HELLO_PLAYER! "What is your name?" in kebab case # What-is-your-name? "What is your name?" in lower kebab case # what-is-your-name? "What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME?
Parses <color>s and, optionally, chat styles in a message or removes any colors and chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the send effect.
Examples:
on chat: set message to colored message # Safe; only colors get parsed command /fade <player>: trigger: set display name of the player-argument to uncolored display name of the player-argument command /format <text>: trigger: message formatted text-argument # Safe, because we're sending to whoever used this command
The command that caused an 'on command' event (excluding the leading slash and all arguments)
Examples:
# prevent any commands except for the /exit command during some game on command: if {game::%player%::playing} is true: if the command is not "exit": message "You're not allowed to use commands during the game" cancel the event
main name of command "skript" description of command "help" label of command "pl" usage of command "help" aliases of command "bukkit:help" permission of command "/op" command "op"'s permission message command "sk"'s plugin owner
The player or the console who sent a command. Mostly useful in commands and command events. If the command sender is a command block, its location can be retrieved by using %block's location%
Examples:
make the command sender execute "/say hi!" on command: log "%executor% used command /%command% %arguments%" to "commands.log"
# make all player's compasses target a player stored in {compass::target::%player%} every 5 seconds: loop all players: set the loop-player's compass target to location of {compass::target::%%loop-player%}
Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission.
Examples:
command /home: cooldown: 10 seconds cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%. trigger: teleport player to {home::%player%}
The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'.
Examples:
give a diamond sword of sharpness 3 to the player kill the creeper kill all powered creepers in the wolf's world projectile is an arrow
How much damage is done in a damage event, possibly ignoring armour, criticals and/or enchantments. Can be changed (remember that in Skript '1' is one full heart, not half a heart).
Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks
Examples:
give player diamond sword with damage value 100 set player's tool to diamond hoe damaged by 250 give player diamond sword with damage 700 named "BROKEN SWORD" set {_item} to diamond hoe with damage value 50 named "SAD HOE" set target block of player to wool with data value 1 set target block of player to potato plant with data value 7
The data/damage value of an item/block. Data values of blocks are only supported on 1.12.2 and below. You usually don't need this expression as you can check and set items with aliases easily, but this expression can e.g. be used to "add 1 to data of <item>", e.g. for cycling through all wool colors.
Examples:
set damage value of player's tool to 10 set data value of target block of player to 3 add 1 to the data value of the clicked block reset data value of block at player
if difference between {command::%player%::lastuse} and now is smaller than a minute: message "You have to wait a minute before using this command again!"
thrust the player upwards set the block behind the player to water loop blocks above the player: set {_rand} to a random integer between 1 and 10 set the block {_rand} meters south east of the loop-block to stone block in horizontal facing of the clicked entity from the player is air spawn a creeper 1.5 meters horizontally behind the player spawn a TNT 5 meters above and 2 meters horizontally behind the player thrust the last spawned TNT in the horizontal direction of the player with speed 0.2 push the player upwards and horizontally forward at speed 0.5 push the clicked entity in in the direction of the player at speed -0.5 open the inventory of the block 2 blocks below the player to the player teleport the clicked entity behind the player grow a regular tree 2 meters horizontally behind the player
Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all.
The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event.
All entities in all worlds, in a specific world, in a chunk or in a radius around a certain location, e.g. all players, all creepers in the player's world, or players in radius 100 of the player.
Examples:
kill all creepers in the player's world send "Psst!" to all players within 100 meters of the player give a diamond to all ops heal all tamed wolves in radius 2000 around {town center} delete all monsters in chunk at player
The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above.
Examples:
on damage of player: send "You are wounded!" set victim's attack speed attribute to 2
How much experience was spawned in an experience spawn or block break event. Can be changed.
Examples:
on experience spawn: add 5 to the spawned experience on break of coal ore: clear dropped experience on break of diamond ore: if tool of player = diamond pickaxe: add 100 to dropped experience
The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect.
Examples:
on explode: set the explosion's block yield to 10%
The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read this wiki page for more information
Examples:
on explosion prime: set the yield of the explosion to 10
The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read this wiki page for more information
Examples:
on spawn of a creeper: set the explosive yield of the event-entity to 10
The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike direction which is the exact direction, e.g. '0.5 south and 0.7 east')
Examples:
# makes a bridge loop blocks from the block below the player in the horizontal facing of the player: set loop-block to cobblestone
Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition.
Examples:
send "congrats on being staff!" to all players where [player input has permission "staff"]
Represents the input in a filter expression. For example, if you ran 'broadcast "something" and "something else" where [input is "something"]the condition would be checked twice, using "something" and "something else" as the inputs.
Examples:
send "congrats on being staff!" to all players where [input has permission "staff"]
Represents a 'firework effect' which can be used in the launch firework effect.
Examples:
launch flickering trailing burst firework colored blue and green at player launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity launch ball large colored red, purple and white fading to light green and black at player's location with duration 1
Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this Wikipedia article.
Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a level change event. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event.
Examples:
on teleport: former world was "world_nether" # or 'world was' world will be "world" # or 'world after the event is' on tool change: past tool is an axe the tool after the event will be air on weather change: set {weather::%world%::old} to past weather set {weather::%world%::current} to the new weather
A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use 'block' and not 'furnace', as 'furnace' is not an existing expression.
Examples:
set the fuel slot of the clicked block to a lava bucket set the block's ore slot to 64 iron ore give the result of the block to the player clear the result slot of the block
Returns the hanging entity or remover in hanging break and place events.
Examples:
on break of item frame: if item of hanging entity is diamond pickaxe: cancel event if hanging remover is a player: send "You can't break that item frame!" to hanging remover
Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.
MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not that secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you must specify algorithms that will be used for security reasons!
Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript.
Examples:
command /setpass <text>: trigger: set {password::%uuid of player%} to text-argument hashed with SHA-256 command /login <text>: trigger: if text-argument hashed with SHA-256 is {password::%uuid of player%}: message "Login successful." else: message "Wrong password!"
The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows.
Examples:
set the block at the player's head to air set the block in front of the player's eyes to glass loop blocks in front of the player's head:
The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players).
The currently selected hotbar slot. To retrieve its number use Slot Index expression.
Examples:
message "%player's current hotbar slot%" set player's selected hotbar slot to slot 4 of player send "index of player's current hotbar slot = 1" # second slot from the left
The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a server list ping event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes fake online count) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.
Examples:
on server list ping: clear the hover list add "&aWelcome to the &6Minecraft &aserver!" to the hover list add "" to the hover list # A blank line add "&cThere are &6%online players count% &conline players!" to the hover list
The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the length of the text.
Examples:
set {_first} to the first index of "@" in the text argument if {_s} contains "abc": set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s}
Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices.
Examples:
set {l::*} to "some", "cool" and "values" broadcast "%indices of {l::*}%" # result is 1, 2 and 3
set {_leader-board::first} to 17 set {_leader-board::third} to 30 set {_leader-board::second} to 25 set {_leader-board::fourth} to 42 set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first
Gets the amount of rows/slots, viewers and holder of an inventory.
NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.
Examples:
event-inventory's amount of rows holder of player's top inventory {_inventory}'s viewers
Represents a slot in an inventory. It can be used to change the item in an inventory too.
Examples:
if slot 0 of player is air: set slot 0 of player to 2 stones remove 1 stone from slot 0 of player add 2 stones to slot 0 of player clear slot 1 of player
An item associated with an entity. For dropped item entities, it gets, obviously, the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.),it gets the displayed item. Other entities do not have items associated with them.
Items or blocks of a specific type, useful for looping.
Examples:
loop items of type ore and log: block contains loop-item message "Theres at least one %loop-item% in this block" drop all blocks at the player # drops one of every block at the player
All items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved.
Examples:
loop all items in the player's inventory: loop-item is enchanted remove loop-item from the player set {inventory::%uuid of player%::*} to items in the player's inventory
Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter.
Examples:
message "Online players: %join all players with "" | ""%" # %all players% would use the default "x, y, and z" set {_s::*} to the string argument split at ","
Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
Holds the entity that was spawned most recently with the spawn effect, drop with the drop effect or shot with the shoot effect. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together.
Examples:
spawn a priest set {healer::%spawned priest%} to true shoot an arrow from the last spawned entity ignite the shot projectile drop a diamond sword push last dropped item upwards
When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server.
Examples:
command /onlinefor: trigger: send "You have been online for %difference between player's last login and now%." send "You first joined the server %difference between player's first login and now% ago."
The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. increase the player's level progress by 0.5 will make the player gain a level if their progress was more than 50%.
Examples:
# use the exp bar as mana on rightclick with a blaze rod: player's level progress is larger than 0.2 shoot a fireball from the player reduce the player's level progress by 0.2 every 2 seconds: loop all players: level progress of loop-player is smaller than 0.9: increase level progress of the loop-player by 0.1 else: set level progress of the loop-player to 0.99 on xp spawn: cancel event
Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types.
Examples:
# set vampire players standing in bright sunlight on fire every 5 seconds: loop all players: {vampire::%uuid of loop-player%} is true sunlight level at the loop-player is greater than 10 ignite the loop-player for 5 seconds
The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use head location to get the location of the head.
Examples:
set {home::%uuid of player%} to the location of the player message "You home was set to %player's location% in %player's world%."
# countdown: loop 10 times: message "%11 - loop-number%" wait a second # generate a 10x10 floor made of randomly colored wool below the player: loop blocks from the block below the player to the block 10 east of the block below the player: loop blocks from the loop-block to the block 10 north of the loop-block: set loop-block-2 to any wool
The message of the day in the server list. This can be changed in a server list ping event only. 'default MOTD' returns the default MOTD always and can't be changed.
The count of max players. This can be changed in a server list ping event only. 'real max players' returns the real count of max players of the server always and can't be changed.
Examples:
on server list ping: set the max players count to (online players count + 1)
The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending.
Examples:
on item mend: set the mending repair amount to 100
The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, or the death message on a death event. This expression is mostly useful for being changed.
Examples:
on chat: player has permission "admin" set message to "&c%message%"
on first join: set join message to "Welcome %player% to our awesome server!"
on join: player has played before set join message to "Welcome back, %player%!"
on quit: set quit message to "%player% left this awesome server!"
on death: set the death message to "%player% died!"
Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location.
Examples:
command /stuck: executable by: players trigger: teleport player to the center of player's location send "You're no longer stuck."
How much virtual money a player has (can be changed). This expression requires Vault and a compatible economy plugin to be installed.
Examples:
message "You have %player's money%" # the currency name will be added automatically remove 20$ from the player's balance # replace '$' by whatever currency you use add 200 to the player's account # or omit the currency alltogether
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, or gamerule.
Players
Name: The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.
Display Name: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).
Entities
Name: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.
Display Name: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.
Items
Name and Display Name: The custom name of the item (not the Minecraft locale name). Can be changed.
Inventories
Name and Display Name: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.
Gamerules (1.13+)
Name: The name of the gamerule. Cannot be changed.
Examples:
on join: player has permission "name.red" set the player's display name to "<red>[admin] <gold>%name of player%" set the player's tab list name to "<green>%player's name%" set the name of the player's tool to "Legendary Sword of Awesomeness"
Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use set name of <item/inventory> to <text>.
Examples:
give a diamond sword of sharpness 100 named "<gold>Excalibur" to the player set tool of player to the player's tool named "<gold>Wand" set the name of the player's tool to "<gold>Wand" open hopper inventory named "Magic Hopper" to player
The number of uppercase, lowercase, or digit characters in a string.
Examples:
#Simple Chat Filter on chat: if number of uppercase chars in message / length of message > 0.5 cancel event send "<red>Your message has to many caps!" to player
All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:'
Examples:
loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5 loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5 loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4
The amount of online players. This can be changed in a server list ping event only to show fake online player amount. 'real online player count' always returns the real count of online players and can't be changed.
Fake online player count requires PaperSpigot 1.12.2+.
Examples:
on server list ping: # This will make the max players count 5 if there are 4 players online. set the fake max players count to (online players count + 1)
Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the parse error will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a Skript pattern, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You have to save the expression's value in a list variable, e.g. set {parsed::*} to message parsed as "...". - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}.
Examples:
set {var} to line 1 parsed as number on chat: set {var::*} to message parsed as "buying %items% for %money%" if parse error is set: message "%parse error%" else if {var::*} is set: cancel event remove {var::2} from the player's balance give {var::1::*} to the player
The error which caused the last parse operation to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all.
Examples:
set {var} to line 1 parsed as integer if {var} is not set: parse error is set: message "<red>Line 1 is invalid: %last parse error%" else: message "<red>Please put an integer on line 1!"
The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: vehicle
Examples:
#for 1.11 and lower passenger of the minecart is a creeper or a cow the saddled pig's passenger is a player #for 1.11.2+ passengers of the minecart contains a creeper or a cow the boat's passenger contains a pig add a cow and a zombie to passengers of last spawned boat set passengers of player's vehicle to a pig and a horse remove all pigs from player's vehicle clear passengers of boat
Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot).
Examples:
command /ping : trigger: send "%arg-1%'s ping is %arg-1's ping%"
Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan.
Examples:
set {_p} to potion effect of speed of tier 1 without particles for 10 minutes add {_p} to potion effects of player's tool add {_p} to potion effects of target entity add potion effect of speed 1 to potion effects of player
Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1.
Examples:
set {_p::*} to active potion effects of player clear all the potion effects of player clear all the potion effects of player's tool add potion effects of player to potion effects of player's tool add speed to potion effects of target entity remove speed and night vision from potion effects of player
The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions visit wiki.vg. If this protocol version doesn't match with the protocol version of the client, the client will see the version string. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the version string as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.
This can be set in a server list ping event only (increase and decrease effects cannot be used because that wouldn't make sense).
Examples:
on server list ping: set the version string to "<light green>Version: <orange>%minecraft version%" set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always
A random number or integer between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. random number between 2 and 1 will work as well as random number between 1 and 2.
Examples:
set the player's health to a random number between 5 and 10 send "You rolled a %random integer from 1 to 6%!" to the player
All regions at a particular location. This expression requires a supported regions plugin to be installed.
Examples:
On click on a sign: line 1 of the clicked block is "[region info]" set {_regions::*} to regions at the clicked block if {_regions::*} is empty: message "No regions exist at this sign." else: message "Regions containing this sign: <gold>%{_regions::*}%."
Scoreboard tags are simple list of texts stored directly in the data of an entity. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit visit Minecraft Wiki for more info. This is changeable and valid for any type of entity. Also you can use use the Has Scoreboard Tag condition to check whether an entity has the given tags.
Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot).
Examples:
on spawn of a monster: if the spawn reason is mob spawner: add "spawned by a spawner" to the scoreboard tags of event-entity
on death of a monster: if the attacker is a player: if the victim doesn't have the scoreboard tag "spawned by a spawner": add 1$ to attacker's balance
Icon of the server in the server list. Can be set to an icon that loaded using the load server icon effect, or can be reset to the default icon in a server list ping. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed.
Examples:
on script load: set {server-icons::default} to the default server icon
Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.
Examples:
if index of event-slot is 10: send "You bought a pie!"
Returns the entity which is followed by the camera of the player when in spectator mode.
Examples:
command /spectate : executable by: players trigger: set gamemode of player to spectator # otherwise below won't do anything set spectator target of player to arg-1 send "Spectating %arg-1%" to player
A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do.
Examples:
set the player's walk speed to 1 increase the argument's fly speed by 0.1
Extracts part of a text. You can either get the first <x> characters, the last <x> characters, the character at index <x>, or the characters between indices <x> and <y>. The indices <x> and <y> should be between 1 and the length of the text (other values will be fit into this range).
Examples:
set {_s} to the first 5 characters of the text argument message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console set {_characters::*} to characters at 1, 2 and 7 in player's display name send the last character of all players' names
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.
Examples:
# A command to set the block a player looks at to a specific type: command /setblock <material>: trigger: set targeted block to argument
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.
Examples:
set {_t} to time played of player if player's time played is greater than 10 minutes: give player a diamond sword set player's time played to 0 seconds
Type of a block, item, entity, inventory or potion effect. Types of items and blocks 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.
Examples:
on rightclick on an entity: message "This is a %type of clicked entity%!"
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!
Examples:
# prevents people from joining the server if they use the name of a player # who has played on this server at least once since this script has been added on login: if {uuid::%name of player%} exists: {uuid::%name of player%} is not uuid of player kick player due to "Someone with your name has played on this server before" else: set {uuid::%name of player%} to uuid of player
set {_v} to vector 1, 2, 3 // 5 set {_v} to {_v} ++ {_v} set {_v} to {_v} ++ 5 set {_v} to {_v} -- {_v} set {_v} to {_v} -- 5 set {_v} to {_v} ** {_v} set {_v} to {_v} ** 5 set {_v} to {_v} // {_v} set {_v} to {_v} // 5
Gets or changes the x, y or z component of a vector.
Examples:
set {_v} to vector 1, 2, 3 send "%x of {_v}%, %y of {_v}%, %z of {_v}%" add 1 to x of {_v} add 2 to y of {_v} add 3 to z of {_v} send "%x of {_v}%, %y of {_v}%, %z of {_v}%" set x component of {_v} to 1 set y component of {_v} to 2 set z component of {_v} to 3 send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%"
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
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.
Examples:
on server list ping: set the protocol version to 0 # 13w41a (1.7), so it will show the version string always set the version string to "<light green>Version: <orange>%minecraft version%"
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.
Examples:
set {_clientView} to the client view distance of player set view distance of player to client view distance of player
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)
Examples:
set whitelist to false add all players to whitelist reset the whitelist
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.
log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log" set {_yaw} to yaw of player set {_p} to pitch of target entity
\ No newline at end of file
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+++ b/functions.html
@@ -1 +1 @@
- Skript Documentation - 2.6.3
These functions are defined by Skript. You may also create your own functions! Tutorial for doing so is planned, but right now you need to seek it elsewhere.
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).
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]])
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).
Examples:
date(2014, 10, 1) # 0:00, 1st October 2014 date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST)
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.
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.
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.
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.
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.
These functions are defined by Skript. You may also create your own functions! Tutorial for doing so is planned, but right now you need to seek it elsewhere.
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).
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]])
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).
Examples:
date(2014, 10, 1) # 0:00, 1st October 2014 date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST)
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.
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.
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.
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.
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.
Skript is (surprise, surprise) a scripting plugin for the Bukkit platform. It is easy to use for simple tasks, but you can also create really complex things with it. The syntax of Skript is close to English, but it is still not magic. While you might succeed with experimentation for simple tasks, for anything more complex you will need some guidance.
This is Skript's documentation. You will find all supported features of the plugin here, along with some useful examples. We don't have tutorials yet, but you can find good ones using whatever search engine you prefer.
Skript is (surprise, surprise) a scripting plugin for the Bukkit platform. It is easy to use for simple tasks, but you can also create really complex things with it. The syntax of Skript is close to English, but it is still not magic. While you might succeed with experimentation for simple tasks, for anything more complex you will need some guidance.
This is Skript's documentation. You will find all supported features of the plugin here, along with some useful examples. We don't have tutorials yet, but you can find good ones using whatever search engine you prefer.
Quick Look
command /sethome:
permission: skript.home # Permission required for this command
description: Set your home # Description of this command
executable by: players # Console won't be able to run this command
@@ -19,4 +19,4 @@
# Teleport the player to their home
teleport player to {home::%uuid of player%}
send "&aYou have been teleported."
-
Found something incorrect in this documentation? Please report it to the issue tracker.
We are looking for docs authors! Currently, the only documentation is generated automatically. It would be nice to have some hand-written content such as tutorials on the docs as well. For example, currently we don't have a tutorial on how to use loops here; This makes it harder for newcomers to learn. Check this issue for more details and if you're interested in helping out.
Found something incorrect in this documentation? Please report it to the issue tracker.
We are looking for docs authors! Currently, the only documentation is generated automatically. It would be nice to have some hand-written content such as tutorials on the docs as well. For example, currently we don't have a tutorial on how to use loops here; This makes it harder for newcomers to learn. Check this issue for more details and if you're interested in helping out.
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 executed
parse 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
Examples:
if player's health is greater than or equal to 4: send "Your health is okay so far but be careful!"
else if player's health is greater than 2: send "You need to heal ASAP, your health is very low!"
else: # Less than 2 hearts send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"
parse if plugin "SomePluginName" is enabled: # parse if %condition% # This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section
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 *).
Examples:
loop all players: send "Hello %loop-player%!" to loop-player
loop items in player's inventory: if loop-item is dirt: set loop-item to air
loop 10 times: send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc. wait 1 second
loop {Coins::*}: set {Coins::%loop-index%} to loop-value + 5 # Same as "add 5 to {Coins::%loop-index%}" where loop-index is the uuid of the player and loop-value is the actually coins value such as 200
Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Examples:
spawn 3 creepers at the targeted block spawn a ghast 5 meters above the player spawn a zombie at the player: set name of the zombie to ""
While Loop sections are loops that will just keep repeating as long as a condition is met.
Examples:
while size of all players < 5: send "More players are needed to begin the adventure" to all players wait 5 seconds
set {_counter} to 1 do while {_counter} > 1: # false but will increase {_counter} by 1 then get out add 1 to {_counter}
# Be careful when using while loops with conditions that are almost # always true for a long time without using 'wait %timespan%' inside it, # otherwise it will probably hang and crash your server. while player is online: give player 1 dirt wait 1 second # without using a delay effect the server will crash
\ No newline at end of file
+ Skript Documentation - 2.6.3
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 executed
parse 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
Examples:
if player's health is greater than or equal to 4: send "Your health is okay so far but be careful!"
else if player's health is greater than 2: send "You need to heal ASAP, your health is very low!"
else: # Less than 2 hearts send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"
parse if plugin "SomePluginName" is enabled: # parse if %condition% # This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section
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 *).
Examples:
loop all players: send "Hello %loop-player%!" to loop-player
loop items in player's inventory: if loop-item is dirt: set loop-item to air
loop 10 times: send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc. wait 1 second
loop {Coins::*}: set {Coins::%loop-index%} to loop-value + 5 # Same as "add 5 to {Coins::%loop-index%}" where loop-index is the uuid of the player and loop-value is the actually coins value such as 200
Spawn a creature. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.
Examples:
spawn 3 creepers at the targeted block spawn a ghast 5 meters above the player spawn a zombie at the player: set name of the zombie to ""
While Loop sections are loops that will just keep repeating as long as a condition is met.
Examples:
while size of all players < 5: send "More players are needed to begin the adventure" to all players wait 5 seconds
set {_counter} to 1 do while {_counter} > 1: # false but will increase {_counter} by 1 then get out add 1 to {_counter}
# Be careful when using while loops with conditions that are almost # always true for a long time without using 'wait %timespan%' inside it, # otherwise it will probably hang and crash your server. while player is online: give player 1 dirt wait 1 second # without using a delay effect the server will crash
\ No newline at end of file
diff --git a/text.html b/text.html
index fd57ad0c577..ec260088973 100644
--- a/text.html
+++ b/text.html
@@ -1,2 +1,2 @@
- Skript Documentation - 2.6.3
Skript allows you to write pieces of text (programmers usually call them strings) in the scripts. This is done by putting the text inside double quotes, as follows:
"this is text"
Simple, isn't it? If an effect, expression, condition, trigger or function accepts something of type text or string, you can use this format to write it right there!
Formatting Text
But isn't just text a bit boring? Worry not, as Minecraft has support for colors, styles and other formatting options in chat. Most of the options also work with item and entity names.
Colors
Minecraft has 16 pre-set color codes to be used in text. Skript supports them in two different ways:
Color name tags, for example <red>
- Minecraft color codes, like §c; using & works, too
Here's a table of all colors, including both Skript names and color codes:
Color
Code
Name
Alternative Names
§0
black
§1
blue
dark blue
§2
green
dark green
§3
cyan
aqua, dark cyan, dark aqua, dark turquoise, dark turquois
§4
red
dark red
§5
purple
dark purple
§6
orange
orange, gold, dark yellow
§7
grey
light grey, gray, light gray, silver
§8
dark gray
dark grey
§9
light blue
light blue, indigo
§a
light green
lime, lime green
§b
light cyan
light aqua, turquoise, turquois, light blue
§c
light red
pink
§d
magenta
light purple
§e
yellow
light yellow
§f
white
In Minecraft 1.16, support was added for 6-digit hexadecimal colors to specify custom colors other than the 16 default color codes. A new tag can be used to format with these colors. The tag looks like this:
<##hex code>
Here's what the tag would look like when used in a script:
send "<##123456>Hey %player%!" to player
For information not related to Skript, see Minecraft Wiki page concerning colors. Note that depending on Skript configuration, color codes may do more than just change color of text after them. By default, for backwards compatibility, they clear following styles: magic, bold, strikethrough, underlined, italic. Other styles are not affected, and this feature can be toggled of in config.sk.
Other Styles
Minecraft also has various other styles available. The following are available everywhere, including item and entity names:
Code
Name
Alternative Names
§k
magic test
obfuscated
§l
bold
b
§m
strikethrough
strike, s
§n
underlined
underline, u
§o
italic
italics, i
§r
reset
r
If it wasn't clear from the table, §r clears all other formatting and colors. You'll probably use it quite often when sending chat messages from scripts.
Skript also supports certain newer features, which are only available in chat. Those do not have formatting codes, so you must use tags for them.
Name
Alternative Names
Description
link
open url, url
Opens a link when player clicks on text
run command
command, cmd
Makes player execute a chat command when they click on text
suggest command
sgt
Adds a command to chat prompt of player when clicked
tooltip
show text, ttp
Shows a tooltip when player hovers over text with their mouse
font
f
Change the font of the text 1.16+
insertion
insert, ins
Will append a text at player's current cursor in chat input only while holding SHIFT.
All of these styles require a parameter, in format
<name:parameter>
For link, parameter must be either http or https url if you want clients to recognize it. For others, it can be any text you'd like (you can make player run invalid commands if you wish).
Text and Variables
Variable names are text, but obviously formatting that text does no good. However, everything else you can do for text, you can do for variable names. A guide about this is coming... some day.
Skript allows you to write pieces of text (programmers usually call them strings) in the scripts. This is done by putting the text inside double quotes, as follows:
"this is text"
Simple, isn't it? If an effect, expression, condition, trigger or function accepts something of type text or string, you can use this format to write it right there!
Formatting Text
But isn't just text a bit boring? Worry not, as Minecraft has support for colors, styles and other formatting options in chat. Most of the options also work with item and entity names.
Colors
Minecraft has 16 pre-set color codes to be used in text. Skript supports them in two different ways:
Color name tags, for example <red>
+ Minecraft color codes, like §c; using & works, too
Here's a table of all colors, including both Skript names and color codes:
Color
Code
Name
Alternative Names
§0
black
§1
blue
dark blue
§2
green
dark green
§3
cyan
aqua, dark cyan, dark aqua, dark turquoise, dark turquois
§4
red
dark red
§5
purple
dark purple
§6
orange
orange, gold, dark yellow
§7
grey
light grey, gray, light gray, silver
§8
dark gray
dark grey
§9
light blue
light blue, indigo
§a
light green
lime, lime green
§b
light cyan
light aqua, turquoise, turquois, light blue
§c
light red
pink
§d
magenta
light purple
§e
yellow
light yellow
§f
white
In Minecraft 1.16, support was added for 6-digit hexadecimal colors to specify custom colors other than the 16 default color codes. A new tag can be used to format with these colors. The tag looks like this:
<##hex code>
Here's what the tag would look like when used in a script:
send "<##123456>Hey %player%!" to player
For information not related to Skript, see Minecraft Wiki page concerning colors. Note that depending on Skript configuration, color codes may do more than just change color of text after them. By default, for backwards compatibility, they clear following styles: magic, bold, strikethrough, underlined, italic. Other styles are not affected, and this feature can be toggled of in config.sk.
Other Styles
Minecraft also has various other styles available. The following are available everywhere, including item and entity names:
Code
Name
Alternative Names
§k
magic test
obfuscated
§l
bold
b
§m
strikethrough
strike, s
§n
underlined
underline, u
§o
italic
italics, i
§r
reset
r
If it wasn't clear from the table, §r clears all other formatting and colors. You'll probably use it quite often when sending chat messages from scripts.
Skript also supports certain newer features, which are only available in chat. Those do not have formatting codes, so you must use tags for them.
Name
Alternative Names
Description
link
open url, url
Opens a link when player clicks on text
run command
command, cmd
Makes player execute a chat command when they click on text
suggest command
sgt
Adds a command to chat prompt of player when clicked
tooltip
show text, ttp
Shows a tooltip when player hovers over text with their mouse
font
f
Change the font of the text (1.16+)
insertion
insert, ins
Will append a text at player's current cursor in chat input only while holding SHIFT.
All of these styles require a parameter, in format
<name:parameter>
For link, parameter must be either http or https url if you want clients to recognize it. For others, it can be any text you'd like (you can make player run invalid commands if you wish).
Text and Variables
Variable names are text, but obviously formatting that text does no good. However, everything else you can do for text, you can do for variable names. A guide about this is coming... some day.