Types

Attribute Type 🔗
Patterns:
  • generic armor, generic armor toughness, generic attack damage, generic attack knockback, generic attack speed, generic flying speed, generic follow range, generic knockback resistance, generic luck, generic max health, generic movement speed, horse jump strength, zombie spawn reinforcements
Since: 2.5
Represents the type of an attribute. Note that this type does not contain any numerical values.See attribute types for more info.
Examples:
Biome 🔗
Patterns:
  • badlands, badlands plateau, bamboo jungle, bamboo jungle hills, basalt deltas, beach, birch forest, birch forest hills, cold ocean, crimson forest, dark forest, dark forest hills, deep cold ocean, deep frozen ocean, deep lukewarm ocean, deep ocean, deep warm ocean, desert, desert hills, desert lakes, end barrens, end highlands, end midlands, eroded badlands, flower forest, forest, frozen ocean, frozen river, giant spruce taiga, giant spruce taiga hills, giant tree taiga, giant tree taiga hills, gravelly mountains, ice spikes, jungle, jungle edge, jungle hills, lukewarm ocean, modified badlands plateau, modified gravelly mountains, modified jungle, modified jungle edge, modified wooded badlands plateau, mountain edge, mountains, mushroom field shore, mushroom fields, nether wastes, ocean, plains, river, savanna, savanna plateau, shattered savanna, shattered savanna plateau, small end islands, snowy beach, snowy mountains, snowy taiga, snowy taiga hills, snowy taiga mountains, snowy tundra, soul sand valley, stone shore, sunflower plains, swamp, swamp hills, taiga, taiga hills, taiga mountains, tall birch forest, tall birch hills, the end, the void, warm ocean, warped forest, wooded badlands plateau, wooded hills, wooded mountains
Since: 1.4.4
All possible biomes Minecraft uses to generate a world. Please remember biomes will differ based on Minecraft versions.
Examples:
biome at the player is desert
Block 🔗
Patterns:
Since: 1.0
A block in a world. It has a location and a type, and can also have a direction (mostly a facing), an inventory, or other special properties.
Examples:
Block Data 🔗
Patterns:
Since: 2.5
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]
Boolean 🔗
Patterns:
  • true/yes/on or false/no/off
Since: 1.0
A boolean is a value that is either true or false. Other accepted names are 'on' and 'yes' for true, and 'off' and 'no' for false.
Examples:
set {config.%player%.use mod} to false
Cat Type 🔗
Patterns:
  • all black, black, british shorthair, calico, jellie, persian, ragdoll, red, siamese, tabby, white
Since: 2.4
Represents the race/type of a cat entity.
Examples:
Chunk 🔗
Patterns:
Since: 2.0
A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world.
Examples:
Click Type 🔗
Patterns:
  • control drop, creative, double click, drop, left, middle, number key, right, shift left, shift right, swap offhand, unknown, window border left, window border right
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.
Examples:
Colour 🔗
Patterns:
  • black, dark grey/dark gray, grey/light grey/gray/light gray/silver, white, blue/dark blue, cyan/aqua/dark cyan/dark aqua, light blue/light cyan/light aqua, green/dark green, light green/lime/lime green, yellow/light yellow, orange/gold/dark yellow, red/dark red, pink/light red, purple/dark purple, magenta/light purple, brown/indigo
Since:
Wool, dye and chat colours.
Examples:
color of the sheep is red or black
set the colour of the block to green
message "You're holding a <%color of tool%>%color of tool% wool block"
Command Sender 🔗
Patterns:
  • use <a href='expressions.html#LitConsole'>the console</a> for the console
  • see <a href='#player'>player</a> for players.
Since: 1.0
A player or the console.
Examples:
on command /pm:
    command sender is not the console
    chance of 10%
    give coal to the player
    message "You got a piece of coal for sending that PM!"
Damage Cause 🔗
Patterns:
  • block explosion, contact, cramming, custom, dragon breath, drowning, dryout, entity attack, entity explosion, entity sweep attack, fall, falling block, fire, fire tick, fly into wall, hot floor, lava, lightning, magic, melting, poison, projectile, starvation, suffocation, suicide, thorns, void, wither
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.
Examples:
Date 🔗
Patterns:
Since: 1.4
A date is a certain point in the real world's time which can currently only be obtained with now. See time and timespan for the other time types of Skript.
Examples:
set {_yesterday} to now
subtract a day from {_yesterday}
# now {_yesterday} represents the date 24 hours before now
Difficulty 🔗
Patterns:
  • easy, hard, normal, peaceful
Since: 2.3
The difficulty of a world.
Examples:
Direction 🔗
Patterns:
  • see <a href='../expressions.html#ExprDirection'>direction (expression)</a>
Since: 2.0
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
Enchantment 🔗
Patterns:
  • aqua affinity, bane of arthropods, binding curse, blast protection, channeling, depth strider, efficiency, feather falling, fire aspect, fire protection, flame, fortune, frost walker, impaling, infinity, knockback, looting, loyalty, luck of the sea, lure, mending, multishot, piercing, power, projectile protection, protection, punch, quick charge, respiration, riptide, sharpness, silk touch, smite, soul speed, sweeping, thorns, unbreaking, vanishing curse
Since: 1.4.6
An enchantment, e.g. 'sharpness' or 'fortune'. Unlike enchantment type this type has no level, but you usually don't need to use this type anyway.
Examples:
Enchantment Offer 🔗
Patterns:
Since: 2.5
The enchantmentoffer in an enchant prepare event.
Examples:
on enchant prepare:
    set enchant offer 1 to sharpness 1
    set the cost of enchant offer 1 to 10 levels
Enchantment Type 🔗
Patterns:
  • <enchantment> <level>
Since: 1.4.6
An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'.
Examples:
enchant the player's tool with sharpness 5
helmet is enchanted with aqua affinity
Entity 🔗
Patterns:
  • player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.
Since: 1.0
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
Entity Type 🔗
Patterns:
  • <i>Detailed usage will be added eventually</i>
Since: 1.3
The type of an entity, e.g. player, wolf, powered creeper, etc.
Examples:
victim is a cow
spawn a creeper
Entity Type with Amount 🔗
Patterns:
  • &lt;<a href='#number'>number</a>&gt; &lt;entity type&gt;
Since: 1.3
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.
Examples:
spawn 5 creepers behind the player
Experience 🔗
Patterns:
  • <code>[&lt;number&gt;] ([e]xp|experience [point[s]])</code>
Since: 2.0
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.
Examples:
give 10 xp to the player
Firework Effect 🔗
Patterns:
Since: 2.4
A configuration of effects that defines the firework when exploded.
Examples:
Firework Type 🔗
Patterns:
  • ball, ball large, burst, creeper, star
Since: 2.4
The type of a fireworkeffect.
Examples:
Game Mode 🔗
Patterns:
  • adventure, creative, spectator, survival
Since: 1.0
The gamemode of a player.
Examples:
player's gamemode is survival
set the player argument's game mode to creative
Gamerule 🔗
Patterns:
  • doFireTick, maxCommandChainLength, fireDamage, reducedDebugInfo, disableElytraMovementCheck, announceAdvancements, drowningDamage, commandBlockOutput, forgiveDeadPlayers, doMobSpawning, maxEntityCramming, disableRaids, doWeatherCycle, doDaylightCycle, showDeathMessages, doTileDrops, universalAnger, doInsomnia, doImmediateRespawn, naturalRegeneration, doMobLoot, fallDamage, keepInventory, doEntityDrops, doLimitedCrafting, mobGriefing, randomTickSpeed, spawnRadius, doTraderSpawning, logAdminCommands, spectatorsGenerateChunks, sendCommandFeedback, doPatrolSpawning
Since: 2.5
A gamerule
Examples:
Gamerule Value 🔗
Patterns:
Since: 2.5
A wrapper for the value of a gamerule for a world.
Examples:
Gene 🔗
Patterns:
  • aggressive, brown, lazy, normal, playful, weak, worried
Since: 2.4
Represents a Panda's main or hidden gene. See genetics for more info.
Examples:
Heal Reason 🔗
Patterns:
  • custom, eating, ender crystal, magic, magic regen, regen, satiated, wither, wither spawn
Since: 2.5
The heal reason in a heal event.
Examples:
Inventory 🔗
Patterns:
Since: 1.0
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).
Examples:
Inventory Action 🔗
Patterns:
  • clone stack, collect to cursor, drop all cursor, drop all slot, drop one cursor, drop one slot, hotbar move and readd, hotbar swap, move to other inventory, nothing, pickup all, pickup half, pickup one, pickup some, place all, place one, place some, swap with cursor, unknown
Since: 2.2-dev16
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
Examples:
Inventory Slot 🔗
Patterns:
Since:
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 colour of the player's tool to green
enchant the player's chestplate with projectile protection 5
Inventory Type 🔗
Patterns:
  • anvil inventory, barrel inventory, beacon inventory, blast furnace inventory, brewing inventory, cartography inventory, chest inventory, crafting inventory, creative inventory, dispenser inventory, dropper inventory, enchanting inventory, ender chest inventory, furnace inventory, grindstone inventory, hopper inventory, lectern inventory, loom inventory, merchant inventory, player inventory, shulker box inventory, smithing inventory, smoker inventory, stonecutter inventory, workbench inventory
Since: 2.2-dev32
Minecraft has several different inventory types with their own use cases.
Examples:
Item / Material 🔗
Patterns:
  • <code>[&lt;number&gt; [of]] &lt;alias&gt; [of &lt;enchantment&gt; &lt;level&gt;]</code>, Where &lt;alias&gt; 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
Item Type 🔗
Patterns:
  • <code>[&lt;number&gt; [of]] [all/every] &lt;alias&gt; [of &lt;enchantment&gt; [&lt;level&gt;] [,/and &lt;more enchantments...&gt;]]</code>
Since: 1.0
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
Living Entity 🔗
Patterns:
  • see <a href='#entity'>entity</a>, but ignore inanimate objects
Since: 1.0
A living entity, i.e. a mob or player, not inanimate entities like projectiles or dropped items.
Examples:
spawn 5 powered creepers
shoot a zombie from the creeper
Location 🔗
Patterns:
Since: 1.0
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.
Examples:
Merchant Inventory 🔗
Patterns:
  • open merchant inventory named "Mr Trader" to player
Since: INSERT VERSION
Represents a villager trading inventory. These differ from regular inventories as they can not have slots set.
Examples:
Metadata Holder 🔗
Patterns:
Since: 2.2-dev36
Something that can hold metadata (e.g. an entity or block)
Examples:
set metadata value "super cool" of player to true
Number 🔗
Patterns:
  • [-]###[.###]</code> (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
Object 🔗
Patterns:
Since: 1.0
The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions.
Examples:
Offline Player 🔗
Patterns:
Since:
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.
Examples:
Player 🔗
Patterns:
Since: 1.0
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.
Examples:
Potion Effect 🔗
Patterns:
  • <potion effect type> of tier <number> for <timespan>
Since: 2.5.2
A potion effect, including the potion effect type, tier and duration. See potion effect expression.
Examples:
speed of tier 1 for 10 seconds
Potion Effect Type 🔗
Patterns:
  • absorption, bad omen, blindness, conduit power, dolphins grace, fire resistance, glowing, haste, health boost, hero of the village, hunger, instant damage, instant health, invisibility, jump boost, levitation, luck, mining fatigue, nausea, night vision, poison, regeneration, resistance, saturation, slow falling, slowness, speed, strength, unluck, water breathing, weakness, wither
Since:
A potion effect type, e.g. 'strength' or 'speed'.
Examples:
apply speed 5 to the player
apply potion of speed 2 to the player for 60 seconds
remove invisibility from the victim
Projectile 🔗
Patterns:
  • arrow, fireball, snowball, thrown potion, etc.
Since: 1.0
A projectile, e.g. an arrow, snowball or thrown potion.
Examples:
projectile is a snowball
shoot an arrow at speed 5 from the player
Resource Pack State 🔗
Patterns:
  • accepted, declined, failed download, successfully loaded
Since: 2.4
The state in a resource pack request response event.
Examples:
Server Icon 🔗
Patterns:
Since: 2.3
A server icon that was loaded using the load server icon effect.
Examples:
Sound Category 🔗
Patterns:
  • ambient category, blocks category, hostile category, master category, music category, neutral category, players category, records category, voice category, weather category
Since: 2.4
The category of a sound, they are used for sound options of Minecraft. See the play sound and stop sound effects.
Examples:
Spawn Reason 🔗
Patterns:
  • beehive, breeding, build irongolem, build snowman, build wither, chunk gen, cured, custom, default, dispense egg, drowned, egg, ender pearl, explosion, infection, jockey, lightning, mount, natural, nether portal, ocelot baby, patrol, raid, reinforcements, sheared, shoulder entity, silverfish block, slime split, spawner, spawner egg, trap, village defense, village invasion
Since: 2.3
The spawn reason in a spawn event.
Examples:
Teleport Cause 🔗
Patterns:
  • chorus fruit, command, end gateway, end portal, ender pearl, nether portal, plugin, spectate, unknown
Since: 2.2-dev35
The teleport cause in a teleport event.
Examples:
Text 🔗
Patterns:
  • simple: "..."
  • quotes: "...""..."
  • expressions: "...%expression%..."
  • percent signs: "...%%..."
Since: 1.0
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%."
Time 🔗
Patterns:
  • <code>##:##</code>
  • <code>##[:##][ ]am/pm</code>
Since: 1.0
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.
Examples:
at 20:00:
    time is 8 pm
    broadcast "It's %time%"
Timeperiod 🔗
Patterns:
  • <code>##:## - ##:##</code>
  • dusk/day/dawn/night
Since: 1.0
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.
Examples:
time in world is night
Timespan 🔗
Patterns:
  • <code>&lt;number&gt; [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days [[,/and] &lt;more...&gt;</code>]
  • <code>[###:]##:##[.####]</code> ([hours:]minutes:seconds[.milliseconds])
Since: 1.0
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'. 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
Tree Type 🔗
Patterns:
  • acacia tree, big tree, birch tree, brown mushroom tree, chorus plant tree, cocoa tree, crimson fungus tree, dark oak tree, jungle bush tree, jungle tree, mega redwood tree, red mushroom tree, redwood tree, small jungle tree, swamp tree, tall birch tree, tall redwood tree, tree, warped fungus tree
Since: (unknown)
A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the generate tree effect.
Examples:
grow tall birch tree at the block
grow a mega redwood tree above the block
Type 🔗
Patterns:
  • 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
Vector 🔗
Patterns:
  • vector(x, y, z)
Since: 2.2-dev23
Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities.
Examples:
Visual Effect 🔗
Patterns:
  • ender signal, mobspawner flames, potion break, smoke, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, villager hearts, angry villager entity, happy villager entity, witch magic, zombie turning to a villager, firework explosion, arrow particles, jumping rabbit, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, hurt by explosion, firework's spark, critical hit, magical critical hit, potion swirl, transparent potion swirl, spell, spell, witch spell, note, portal, flying glyph, flame, lava pop, footstep, water splash, smoke particle, huge explosion, large explosion, explosion, void fog, small smoke, cloud, coloured dust, snowball break, water drip, lava drip, snow shovel, slime, heart, angry villager, happy villager, large smoke, item crack, block break, block dust, end rod, barrier, damage indicator, dragon breath, mob appearance, suspended, sweep attack, water bubble, water wake, water drop, falling dust, totem, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, campfire cosy smoke, campfire signal smoke, composter, flash, falling lava, landing lava, falling water, dripping honey, falling honey, landing honey, falling nectar, ash, crimson spore, soul fire flame, warped spore, dripping obsidian tear, falling obsidian tear, landing obsidian tear, soul, reverse portal, white ash
Since: 2.1
A visible effect, e.g. particles.
Examples:
show wolf hearts on the clicked wolf
play mob spawner flames at the targeted block to the player
Weather Type 🔗
Patterns:
  • clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm
Since: 1.0
The weather types sunny, rainy, and thundering.
Examples:
is raining
is sunny in the player's world
message "It is %weather in the argument's world% in %world of the argument%"
World 🔗
Patterns:
  • <code>"world_name"</code>, e.g. "world"
Since: 1.0, 2.2 (alternate syntax)
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"