Types

Attribute

🔗

Type

Patterns:
  • armor, armor toughness, attack damage, attack knockback, attack speed, block break speed, block interaction range, burning time, entity interaction range, explosion knockback resistance, fall damage multiplier, flying speed, follow range, gravity, jump strength, knockback resistance, luck, max absorption, max health, mining efficiency, movement efficiency, movement speed, oxygen bonus, safe fall distance, scale, sneaking speed, spawn reinforcements, step height, submerged mining speed, sweeping damage ratio, tempt range, water movement efficiency
Since: 2.5
Represents an attribute.
Note that this type does not contain any numerical values.
See attributes for more info.
These are auto-generated and may differ between MC versions.
NOTE: Minecraft namespaces and underscores are supported, ex: 'minecraft:attack_damage'.

Examples:

Missing examples.

Biome

🔗

Type

Patterns:
  • badlands, bamboo jungle, basalt deltas, beach, birch forest, cherry grove, cold ocean, crimson forest, dark forest, deep cold ocean, deep dark, deep frozen ocean, deep lukewarm ocean, deep ocean, desert, dripstone caves, end barrens, end highlands, end midlands, eroded badlands, flower forest, forest, frozen ocean, frozen peaks, frozen river, grove, ice spikes, jagged peaks, jungle, lukewarm ocean, lush caves, mangrove swamp, meadow, mushroom fields, nether wastes, ocean, old growth birch forest, old growth pine taiga, old growth spruce taiga, pale garden, plains, river, savanna, savanna plateau, small end islands, snowy beach, snowy plains, snowy slopes, snowy taiga, soul sand valley, sparse jungle, stony peaks, stony shore, sunflower plains, swamp, taiga, the end, the void, warm ocean, warped forest, windswept forest, windswept gravelly hills, windswept hills, windswept savanna, wooded badlands
Since: 1.4.4
All possible biomes Minecraft uses to generate a world.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'.
As of Paper 1.21.3, custom biomes are also supported.

Examples:

biome at the player is desert
set biome of block at player to my_pack:super_swamp

Block

🔗

Type

Patterns:
  • Missing 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:

Missing examples.

Block Data

🔗

Type

Patterns:
  • block_type[state=value]
  • minecraft:block_type[state=value]
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

🔗

Type

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

🔗

Type

Patterns:
  • all black, black, british shorthair, calico, jellie, persian, ragdoll, red, siamese, tabby, white
Since: 2.4
Requirements: Minecraft 1.14 or newer
Represents the race/type of a cat entity.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:british_shorthair'.

Examples:

Missing examples.

Chunk

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.0
A chunk is a cuboid of 16×16×(world height) (x×z×y) blocks.
Chunks are spread on a fixed rectangular grid in their world.

Examples:

set {_c} to chunk at player

Click Type

🔗

Type

Patterns:
  • 0-9, border using lmb, border using rmb, creative action, ctrl+q, custom, double click, double click using mouse, drop item, drop key, drop key with control, drop stack, left mouse, left mouse button, left mouse button with shift, left mouse with shift, lmb, middle mouse, middle mouse button, mmb, number key, q, right mouse, right mouse button, right mouse button with shift, right mouse with shift, rmb, shift+lmb, shift+rmb, swap offhand, swap shield, unknown, unsupported, window border using left mouse button, window border using right mouse, window border using right mouse, window border using right mouse button
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:

Missing examples.

Color

🔗

Type

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: Unknown
Wool, dye and chat colors.

Examples:

color of the sheep is red or black
set the color of the block to green
message "You're holding a <%color of tool%>%color of tool%<reset> wool block"

Command Sender

🔗

Type

Patterns:
Since: 1.0
A player or the console.

Examples:

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

Damage Cause

🔗

Type

Patterns:
  • a block explosion, a fall, a falling block, a fire, a lightning, a lightning strike, a plugin, a potion, a projectile, a wither, an attack, an entity attack, an entity explosion, attack, block explosion, burn, burning, campfire, contact, cramming, custom, dragon's breath, dragonfire, drown, drowning, dryout, entity attack, entity explosion, fall, falling block, fire, flying into a wall, freeze, hitting wall while flying, hot floor, kill, killed, lava, lightning, lightning strike, magma, melt, melting, plugin, poison, potion, projectile, sonic boom, starvation, suffocate, suffocation, suicide, sweep attack, sweeping, the void, thorns, unknown, void, wither, wither effect, wither potion effect, world border
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:

Missing examples.

Date

🔗

Type

Patterns:
  • Missing patterns.
Since: 1.4
A date is a certain point in the real world's time which can be obtained with now expression, unix date expression and date function.
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

🔗

Type

Patterns:
  • easy, hard, medium, normal, peaceful
Since: 2.3
The difficulty of a world.

Examples:

Missing examples.

Direction

🔗

Type

Patterns:
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

🔗

Type

Patterns:
  • aqua affinity, bane of arthropods, blast protection, breach, channeling, curse of binding, curse of vanishing, density, 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 edge, swift sneak, thorns, unbreaking, wind burst
Since: 1.4.6
Represents an enchantment, e.g. 'sharpness' or 'fortune'.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:vanishing_curse'.
As of Minecraft 1.21 this will also support custom enchantments using namespaces, ex: 'myenchants:explosive'.

Examples:

enchant player's tool with sharpness 10
enchant player's tool with my_pack:flying 4

Enchantment Offer

🔗

Type

Patterns:
  • Missing 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

Entity

🔗

Type

Patterns:
  • entity, event-entity, player, event-player
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 Category

🔗

Type

Patterns:
  • abstract arrow, ageable, ambient, animal, boat, boss, bucketable, breedable, chest boat, creature, damageable, display, enemy, entity, explosive, fish, flying, golem, hanging, illager, minecart, mob, monster, projectile, raider, schoolable fish, shearable, spellcaster, tameable, throwable projectile, vehicle, water mob
Since: 3.0.0
Represents different categories of entities.

Examples:

Missing examples.

Entity Type

🔗

Type

Patterns:
  • acacia boat, acacia chest boat, allay, area effect cloud, armadillo, armor stand, arrow, axolotl, bamboo chest raft, bamboo raft, bat, bee, birch boat, birch chest boat, blaze, block display, bogged, breeze, breeze wind charge, camel, cat, cave spider, cherry boat, cherry chest boat, chest minecart, chicken, cod, command block minecart, cow, creaking, creeper, dark oak boat, dark oak chest boat, dolphin, donkey, dragon fireball, drowned, egg, elder guardian, end crystal, ender dragon, ender pearl, enderman, endermite, evoker, evoker fangs, experience bottle, experience orb, eye of ender, falling block, fireball, firework rocket, fishing bobber, fox, frog, furnace minecart, ghast, giant, glow item frame, glow squid, goat, guardian, hoglin, hopper minecart, horse, husk, illusioner, interaction, iron golem, item, item display, item frame, jungle boat, jungle chest boat, leash knot, lightning bolt, llama, llama spit, magma cube, mangrove boat, mangrove chest boat, marker, minecart, mooshroom, mule, oak boat, oak chest boat, ocelot, ominous item spawner, painting, pale oak boat, pale oak chest boat, panda, parrot, phantom, pig, piglin, piglin brute, pillager, player, polar bear, potion, pufferfish, rabbit, ravager, salmon, sheep, shulker, shulker bullet, silverfish, skeleton, skeleton horse, slime, small fireball, sniffer, snow golem, snowball, spawner minecart, spectral arrow, spider, spruce boat, spruce chest boat, squid, stray, strider, tadpole, text display, tnt, tnt minecart, trader llama, trident, tropical fish, turtle, vex, villager, vindicator, wandering trader, warden, wind charge, witch, wither, wither skeleton, wither skull, wolf, zoglin, zombie, zombie horse, zombie villager, zombified piglin
Since: 3.0.0
Represents different types of entities.

Examples:

Missing examples.

Equipment Slot

🔗

Type

Patterns:
  • body, boots, chest, chestplate, feet, hand, head, helmet, leggings, legs, off hand, pants, shield, tool
Since: 3.0.0
Represents the different slot types of an entity.

Examples:

Missing examples.

Firework Effect

🔗

Type

Patterns:
Since: 2.4
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

Firework Type

🔗

Type

Patterns:
  • ball, ball large, burst, creeper, creeper face, large, large ball, small, small ball, star, star shaped
Since: 2.4
The type of a fireworkeffect.

Examples:

Missing examples.

Game Mode

🔗

Type

Patterns:
  • adventure, creative, spectator, survival
Since: 1.0
The game modes survival, creative, adventure and spectator.

Examples:

player's gamemode is survival
set the player argument's game mode to creative

GameRule

🔗

Type

Patterns:
  • announceAdvancements, blockExplosionDropDecay, commandBlockOutput, commandModificationBlockLimit, disableElytraMovementCheck, disablePlayerMovementCheck, disableRaids, doDaylightCycle, doEntityDrops, doFireTick, doImmediateRespawn, doInsomnia, doLimitedCrafting, doMobLoot, doMobSpawning, doPatrolSpawning, doTileDrops, doTraderSpawning, doVinesSpread, doWardenSpawning, doWeatherCycle, drowningDamage, enderPearlsVanishOnDeath, fallDamage, fireDamage, forgiveDeadPlayers, freezeDamage, globalSoundEvents, keepInventory, lavaSourceConversion, logAdminCommands, maxCommandChainLength, maxCommandForkCount, maxEntityCramming, minecartMaxSpeed, mobExplosionDropDecay, mobGriefing, naturalRegeneration, playersNetherPortalCreativeDelay, playersNetherPortalDefaultDelay, playersSleepingPercentage, projectilesCanBreakBlocks, randomTickSpeed, reducedDebugInfo, sendCommandFeedback, showDeathMessages, snowAccumulationHeight, spawnChunkRadius, spawnRadius, spectatorsGenerateChunks, tntExplosionDropDecay, universalAnger, waterSourceConversion
Since: 2.5
Represents a GameRule for a world.

Examples:

Missing examples.

Gene

🔗

Type

Patterns:
  • aggressive, brown, brownish, happy, lazy, normal, playful, savage, weak, wild, worried, worrisome
Since: 2.4
Requirements: Minecraft 1.14 or newer
Represents a Panda's main or hidden gene. See genetics for more info.

Examples:

Missing examples.

Heal Reason

🔗

Type

Patterns:
  • a healing potion, a magic regen, a magic regeneration, a plugin, a potion, a regen potion, a regeneration potion, a wither effect, a wither spawn, a wither spawning, a wither summoning, an end crystal, an ender crystal, consuming, custom, eating, end crystal, ender crystal, fed, healing potion, ingesting, magic, magic regen, magic regeneration, peaceful, peaceful regen, peaceful regeneration, plugin, potion, regen potion, regeneration potion, sated, satiated, satisfied, unknown, wither, wither effect, wither potion, wither spawn, wither spawning, wither summoning, withered, withering
Since: 2.5
The health regain reason in a heal event.

Examples:

Missing examples.

Inventory

🔗

Type

Patterns:
  • Missing 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:

set {_inv} to inventory of player
add itemstack of diamond to inventory of target player

Inventory Action

🔗

Type

Patterns:
  • clone stack, collect items to cursor, collect to cursor, custom, do nothing, drop all from cursor, drop all from slot, drop cursor, drop cursor item, drop cursor stack, drop items from cursor, drop items from slot, drop one from cursor, drop one from slot, drop one item from cursor, drop one item from slot, drop single item from cursor, drop single item from slot, drop slot, drop slot item, drop slot stack, drop stack from cursor, drop stack from cursor, drop stack from slot, drop stack from slot, hotbar move and readd, hotbar swap, hotbar swap items, instant move, move to other inventory, nothing, pickup all, pickup all items, pickup half, pickup half stack, pickup one item, pickup single, pickup single item, pickup some, pickup some items, place all, place all items, place one, place one item, place some, place some items, shift move, swap cursor, swap cursor stack, swap items with hotbar, swap stack with cursor, swap with cursor, swap with hotbar, unknown, unsupported
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:

Missing examples.

Inventory Close Reasons

🔗

Type

Patterns:
  • can not use, can't use, cannot use, death, disconnect, disconnected, new opened, open new, player, plugin, teleport, unknown, unloaded
Since: 2.8.0
Requirements: Paper
The inventory close reason in an inventory close event.

Examples:

Missing examples.

Inventory Type

🔗

Type

Patterns:
  • a barrel inventory, a beacon inventory, a blast furnace inventory, a bookshelf, a brewing stand inventory, a cartography table inventory, a chest inventory, a chiseled bookshelf, a composter inventory, a crafter inventory, a crafting table inventory, a creative inventory, a decorated pot, a dispenser inventory, a dropper inventory, a furnace inventory, a grindstone inventory, a hopper inventory, a jukebox, a lectern inventory, a loom inventory, a merchant inventory, a new smithing table, a player inventory, a shulker box inventory, a smithing inventory, a smoker inventory, a stonecutter inventory, a upgrade gear, a upgrade gear table, a villager inventory, a workbench inventory, an anvil inventory, an enchanting table inventory, an ender chest inventory, anvil inventory, barrel inventory, beacon inventory, blast furnace inventory, bookshelf, brewing stand inventory, cartography table inventory, chest inventory, chiseled bookshelf, composter inventory, crafter inventory, crafting table inventory, creative inventory, decorated pot, dispenser inventory, dropper inventory, enchanting table inventory, ender chest inventory, furnace inventory, grindstone inventory, hopper inventory, jukebox, lectern inventory, loom inventory, merchant inventory, new smithing table, player inventory, shulker box inventory, smithing inventory, smoker inventory, stonecutter inventory, upgrade gear, upgrade gear table, villager inventory, workbench inventory
Since: 2.2-dev32
Minecraft has several different inventory types with their own use cases.

Examples:

Missing examples.

ItemStack

🔗

Type

Patterns:
  • Missing patterns.
Since: 1.0
Represents a stack of items in an inventory. May be a single item.

Examples:

set {_item} to itemstack of diamond sword

Living Entity

🔗

Type

Patterns:
  • see entity, 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

🔗

Type

Patterns:
  • Missing 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:

Missing examples.

Material

🔗

Type

Patterns:
  • Patterns were removed as there are too many.
  • All materials follow Minecraft's keys.
Since: 3.0.0
Represents the different types of items and blocks.
Materials are auto-generated based on Minecraft keys and may change between MC versions.
NOTE: Minecraft namespaces and underscores are supported, ex: 'minecraft:oak_log'.

Examples:

if material of player's tool = diamond:
if material of target block = oak stairs:
set material of target block to diamond ore
set {_item} to itemstack of diamond axe
set {_item} to itemstack of diamond_axe
set {_item} to itemstack of minecraft:diamond_axe

Metadata Holder

🔗

Type

Patterns:
  • Missing 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

Moon Phase

🔗

Type

Patterns:
  • first quarter, full moon, last quarter, new moon, waning crescent, waning gibbous, waxing crescent, waxing gibbous
Since: 2.7
Requirements: Paper 1.16+
Represents the phase of a moon.

Examples:

Missing examples.

Number

🔗

Type

Patterns:
  • [-]###[.###] (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

🔗

Type

Patterns:
  • Missing 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:

Missing examples.

Offline Player

🔗

Type

Patterns:
  • Parsing an offline player as a player (online) will return nothing (none), for that case you would need to parse as offlineplayer which only returns nothing (none) if player doesn't exist in Minecraft databases (name not taken) otherwise it will return the player regardless of their online status.
Since: 2.0 beta 8
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:

set {_p} to "Notch" parsed as an offlineplayer # returns Notch even if they're offline

Particle

🔗

Type

Patterns:
  • angry_villager, ash, block [blockdata/material], block_crumble [blockdata/material], block_marker [blockdata/material], bubble, bubble_column_up, bubble_pop, campfire_cosy_smoke, campfire_signal_smoke, cherry_leaves, cloud, composter, crimson_spore, crit, current_down, damage_indicator, dolphin, dragon_breath, dripping_dripstone_lava, dripping_dripstone_water, dripping_honey, dripping_lava, dripping_obsidian_tear, dripping_water, dust [dust-option], dust_color_transition [dust-transition], dust_pillar [blockdata/material], dust_plume, effect, egg_crack, elder_guardian, electric_spark, enchant, enchanted_hit, end_rod, entity_effect [color], explosion, explosion_emitter, falling_dripstone_lava, falling_dripstone_water, falling_dust [blockdata/material], falling_honey, falling_lava, falling_nectar, falling_obsidian_tear, falling_spore_blossom, falling_water, firework, fishing, flame, flash, glow, glow_squid_ink, gust, gust_emitter_large, gust_emitter_small, happy_villager, heart, infested, instant_effect, item [itemstack/material], item_cobweb, item_slime, item_snowball, landing_honey, landing_lava, landing_obsidian_tear, large_smoke, lava, mycelium, nautilus, note, ominous_spawning, pale_oak_leaves, poof, portal, raid_omen, rain, reverse_portal, scrape, sculk_charge [number(float)], sculk_charge_pop, sculk_soul, shriek [number(int)], small_flame, small_gust, smoke, sneeze, snowflake, sonic_boom, soul, soul_fire_flame, spit, splash, spore_blossom_air, squid_ink, sweep_attack, totem_of_undying, trail [trail], trial_omen, trial_spawner_detection, trial_spawner_detection_ominous, underwater, vault_connection, vibration [vibration], warped_spore, wax_off, wax_on, white_ash, white_smoke, witch
Since: INSERT VERSION
Represents a particle which can be used in the 'Particle Spawn' effect.
Some particles require extra data, these are distinguished by their data type within the square brackets.
DustOption, DustTransition and Vibration each have their own functions to build the appropriate data for these particles.
NOTE: These are auto-generated and may differ between server versions.

Examples:

Missing examples.

Player

🔗

Type

Patterns:
  • Parsing an offline player as a player (online) will return nothing (none), for that case you would need to parse as offlineplayer which only returns nothing (none) if player doesn't exist in Minecraft databases (name not taken) otherwise it will return the player regardless of their online status.
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:

set {_p} to "Notch" parsed as a player # returns &amp;amp;amp;lt;none&amp;amp;amp;gt; unless Notch is actually online or starts with Notch like Notchan
set {_p} to "N" parsed as a player # returns Notch if Notch is online because their name starts with 'N' (case insensitive) however, it would return nothing if no player whose name starts with 'N' is online.

Potion Effect

🔗

Type

Patterns:
  • speed of tier 1 for 10 seconds
Since: 2.5.2
A potion effect, including the potion effect type, tier and duration.

Examples:

Missing examples.

Potion Effect Type

🔗

Type

Patterns:
  • absorption, bad omen, blindness, conduit power, darkness, dolphins grace, fire resistance, glowing, haste, health boost, hero of the village, hunger, infested, instant damage, instant health, invisibility, jump boost, levitation, luck, mining fatigue, nausea, night vision, oozing, poison, raid omen, regeneration, resistance, saturation, slow falling, slowness, speed, strength, trial omen, unluck, water breathing, weakness, weaving, wind charged, wither
Since: Unknown
A potion effect type, e.g. 'strength' or 'swiftness'.

Examples:

apply swiftness 5 to the player
apply potion of speed 2 to the player for 60 seconds
remove invisibility from the victim

Projectile

🔗

Type

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

Quit Reason

🔗

Type

Patterns:
  • disconnected, erroneous, erroneous state, kicked, quit, timed out
Since: 2.8.0
Requirements: Paper 1.16.5+
Represents a quit reason from a player quit server event.

Examples:

Missing examples.

Region

🔗

Type

Patterns:
  • "region name"
Since: 2.1
Requirements: Supported regions plugin
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.

Examples:

Missing examples.

Registry Key

🔗

Type

Patterns:
  • attribute registry [Attribute]
    biome registry [Biome]
    block registry [Material]
    cat variant registry [Cat Type]
    damage type registry [unsupported]
    enchantment registry [Enchantment]
    entity type registry [Entity Type]
    frog variant registry [unsupported]
    item registry [Material]
    mob effect registry [Potion Effect Type]
    particle type registry [Particle]
    structure registry [unsupported]
    villager profession registry [unsupported]
    villager type registry [unsupported]
Since: INSERT VERSION
Represents the different types of registries in Minecraft.
The names in the square brackets represent the Skript Type the registry represents.
Some registries might not be fully supported by Skript yet.
The names are auto generated based on the key for the registry and may change anytime.

Examples:

Missing examples.

Resource Pack State

🔗

Type

Patterns:
  • accept, accepted, decline, declined, discarded, download fail, downloaded, fail, failed, failed reload, failed to download, failed to reload, invalid url, refuse, refused, reject, rejected, success, successfully install, successfully installed, successfully load, successfully loaded
Since: 2.4
The state in a resource pack request response event.

Examples:

Missing examples.

Server Icon

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.3
A server icon that was loaded using the load server icon effect.

Examples:

Missing examples.

Sound Category

🔗

Type

Patterns:
  • ambient category, block category, blocks category, environment category, friendly creature category, friendly creatures category, friendly mob category, friendly mobs category, hostile category, hostile creature category, hostile creatures category, hostile mob category, hostile mobs category, jukebox category, jukeboxes category, master category, master volume category, music category, neutral category, note block category, note blocks category, noteblock category, noteblocks category, player category, players category, record category, records category, speech 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:

Missing examples.

Spawn Reason

🔗

Type

Patterns:
  • beehive, breed, breeding, build iron golem, build snowman, build wither, built iron golem, built snowman, built wither, chunk generation, command, creature spawner, cured, custom, customised, customized, default, dispense egg, dispensing egg, drowned, duplication, egg, enchantment, ender pearl, explosion, frozen, golem defense, infected, infection, iron golem defense, jockey, lightning, metamorphosis, mob spawner, mount, natural, nether portal, ocelot baby, ominous item spawner, patrol, perching, piglin zombification, potion effect, raid, reinforcements, shear, sheared, shoulder, silverfish reveal, silverfish trap, slime split, spawn egg, spawner, spell, trap, trial creature spawner, trial mob spawner, trial spawner, village defense, village invading, village invasion
Since: 2.3
The spawn reason in a spawn event.

Examples:

Missing examples.

Tag

🔗

Type

Patterns:
  • Missing patterns.
Since: INSERT VERSION
Requirements: Minecraft 1.21+
Represents a Minecraft tag.
See McWiki Tag for more information on tags.

Examples:

Missing examples.

Teleport Cause

🔗

Type

Patterns:
  • bed exit, chorus, chorus fruit, command, dismount, dismounted, end gateway, end portal, ender gateway, ender pearl, ender portal, exit bed, exiting bed, gateway, nether portal, plugin, spectate, spectator, unknown
Since: 2.2-dev35
The teleport cause in a teleport event.

Examples:

Missing examples.

Text

🔗

Type

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

🔗

Type

Patterns:
  • ##:##
  • ##[:##][ ]am/pm
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

🔗

Type

Patterns:
  • ##:## - ##:##
  • 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

🔗

Type

Patterns:
  • <number> [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] <more...>]
  • [###:]##:##[.####] ([hours:]minutes:seconds[.milliseconds])
Since: 1.0, 2.6.1 (weeks, months, years)
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

Transform Reason

🔗

Type

Patterns:
  • creeper super charge, curing, drowning, entity drowning, entity freeze, entity freezing, infection, lightning, magma slime split, magma slime splitting, metamorphosis, mooshroom shear, mooshroom shearing, piglin zombification, skeleton converting to stray, skeleton freeze, skeleton freezing, slime split, slime splitting, split, tadpole converting, tadpole converting to frog, tadpole metamorphosis, unknown, villager infection, zombie converting to drowned, zombie cure, zombie curing, zombie drowning
Since: 2.8.0
Represents a transform reason of an entity transform event.

Examples:

Missing examples.

Tree Type

🔗

Type

Patterns:
  • acacia, acacia tree, azalea, azalea tree, big oak tree, birch, birch tree, brown mushroom, cherry, cherry tree, chorus plant, cocoa tree, crimson fungus, dark oak, dark oak tree, jungle, jungle bush, jungle tree, mangrove, mangrove tree, mega pine, mega pine tree, mega redwood, mega spruce, mega spruce tree, oak tree, pale oak, pale oak creaking, pale oak creaking tree, pale oak tree, red mushroom, redwood, small jungle, small jungle tree, spruce tree, swamp, swamp tree, tall birch, tall birch tree, tall mangrove, tall mangrove tree, tall redwood, tall redwood tree, tall spruce tree, tree, tree, warped fungus
Since: 3.0.0
Represents different types of trees that can be grown.

Examples:

Missing examples.

Type

🔗

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

UUID

🔗

Type

Patterns:
  • Missing patterns.
Since: INSERT VERSION
Represents the UUID (universally unique identifier) of an object.

Examples:

set {_uuid} to uuid of player

Vector

🔗

Type

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:

Missing examples.

Weather Type

🔗

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

🔗

Type

Patterns:
  • "world_name", 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"

World Environment

🔗

Type

Patterns:
  • custom, end, nether, normal, overworld, the end, the nether, the overworld
Since: 2.7
Represents the environment of a world.

Examples:

Missing examples.