Patterns: |
|
Since: | 2.5 |
Usable in events: | sponge absorb |
Return Type: | Block |
Examples:
Patterns: |
|
Since: | 2.8.0 |
Requirements: | Paper |
Return Type: | ItemStack |
Examples:
if victim's active tool is a bow:
interrupt player's active item use
Patterns: |
|
Since: | 2.8.0 |
Requirements: | Paper |
Return Type: | Timespan |
If an entity is not using any item, this will return 0 seconds.
Examples:
broadcast player's remaining item use time
wait 1 second
broadcast player's item use time
Patterns: |
|
Since: | 2.4 |
Return Type: | Living Entity |
Examples:
loop affected entities:
if loop-value is a player:
send "WARNING: you've step on an area effect cloud!" to loop-value
Patterns: | |
Since: | 2.7 |
Return Type: | integer |
For blocks, '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.
For entities, 'Age' represents the time left for them to become adults and it's in minus increasing to be 0 which means they're adults, e.g. A baby cow needs 20 minutes to become an adult which equals to 24,000 ticks so their age will be -24000 once spawned.
Examples:
set age of targeted block to maximum age of targeted block
# Spawn a baby cow that will only need 1 minute to become an adult
spawn a baby cow at player
set age of last spawned entity to -1200 # in ticks = 60 seconds
Patterns: |
|
Since: | 2.7 |
Return Type: | Object |
Examples:
trigger:
send all the banned players
Patterns: |
|
Since: | 2.2-dev35 |
Requirements: | Vault, a permission plugin that supports Vault |
Return Type: | Text |
Examples:
trigger:
if argument is "list":
send "%all groups%"
Patterns: |
|
Since: | 2.7 |
Return Type: | Offline Player |
Examples:
Patterns: | |
Since: | 2.2-dev33 |
Return Type: | Text |
Examples:
Patterns: |
|
Since: | 2.5 |
Return Type: | Text |
Examples:
trigger:
send "All Scripts: %scripts%" to player
send "Loaded Scripts: %enabled scripts%" to player
send "Unloaded Scripts: %disabled scripts%" to player
Patterns: |
|
Since: | 2.6 |
Return Type: | Text |
Examples:
send "Number of all script commands: %size of all script commands%"
Patterns: | |
Since: | 1.4.3 |
Return Type: | Number |
Examples:
altitude of the attacker is higher than the altitude of the victim
set damage to damage * 1.2
Patterns: | |
Since: | 1.0 |
Return Type: | long |
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.
{list::*} Structure
├──── {list::1}: 1
├──── {list::2}: 2
│ ├──── {list::2::1}: 3
│ │ └──── {list::2::1::1}: 4
│ └──── {list::2::2}: 5
└──── {list::3}: 6
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:
Patterns: |
|
Since: | 2.0 |
Return Type: | long |
Examples:
Patterns: |
|
Since: | 2.8.0 |
Return Type: | integer |
The default value of max cost set by vanilla Minecraft is 40.
Examples:
if {AnvilRepairSaleActive} = true:
wait a tick # recommended, to avoid client bugs
set anvil repair cost to anvil repair cost * 50%
send "Anvil repair sale is ON!" to player
on inventory click:
player have permission "anvil.repair.max.bypass"
set max repair cost of event-inventory to 99999
Patterns: |
|
Since: | 2.7 |
Return Type: | Text |
Examples:
type of event-inventory is anvil inventory
if the anvil text input of the event-inventory is "FREE OP":
ban player
Patterns: | |
Since: | 1.0, 2.7 (support for command events) |
Return Type: | Object |
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'.
Please note that specifying the argument type is only supported in script commands.
Examples:
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
Patterns: |
|
Since: | 1.4.2 |
Return Type: | Object |
Examples:
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!"
Patterns: |
|
Since: | 2.8.0 |
Return Type: | Block |
Examples:
Patterns: |
|
Since: | 2.5.1 |
Return Type: | long |
Examples:
event-projectile is an arrow
set arrow knockback strength of event-projectile to 10
Patterns: |
|
Since: | 2.5 |
Return Type: | long |
Examples:
Patterns: | |
Since: | 2.6.1 |
Requirements: | Minecraft 1.15+ |
Return Type: | float |
NOTE: Currently this can not be set to anything.
Examples:
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
Patterns: |
|
Since: | 1.3 |
Usable in events: | damage, death, destroy |
Return Type: | Entity |
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:
attacker is a player
health of attacker is less than or equal to 2
damage victim by 1 heart
Patterns: |
|
Since: | 2.0, 2.7 (offlineplayers, safe bed) |
Return Type: | Location |
safe bed location
.NOTE: Offline players can not have their bed location changed, only online players.
Examples:
teleport player the the player's bed
else:
teleport the player to the world's spawn point
set the bed location of player to spawn location of world("world") # unsafe/invalid bed location
set the safe bed location of player to spawn location of world("world") # safe/valid bed location
Patterns: | |
Since: | 1.4.4, 2.6.1 (3D biomes) |
Return Type: | Biome |
(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:
every real minute:
loop all players:
biome at loop-player is desert
damage the loop-player by 1
Patterns: |
|
Since: | 1.0 |
Return Type: | Block |
Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
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
Patterns: | |
Since: | 1.0 |
Return Type: | Block |
Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'.
Examples:
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
Patterns: | |
Since: | 2.7 |
Requirements: | 1.17+ |
Return Type: | float |
Examples:
event-block is set
send "Break Speed: %break speed for player%" to player
Patterns: | |
Since: | 2.5, 2.5.2 (set), 3.0.0 (BlockDisplay/FallingBlock) |
Requirements: | Minecraft 1.13+ |
Return Type: | Block Data |
This data can also be used to set blocks.
Examples:
set block at player to {data}
set block data of target block to oak_stairs[facing=south;waterlogged=true]
spawn falling block above player:
set blockdata of entity to oak_stairs[]
Patterns: | |
Since: | 2.6 |
Requirements: | Minecraft 1.13+ |
Return Type: | Number |
This number is used to calculate the time required to break each block.
Examples:
if block hardness of target block > 5:
Patterns: | |
Since: | 1.0 |
Return Type: | Block |
Examples:
set loop-block to air
Patterns: |
|
Since: | 1.0, 2.5.1 (within/cuboid/chunk) |
Return Type: | Block |
Blocks from/to and between will return a straight line whereas blocks within will return a cuboid.
Examples:
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
Patterns: |
|
Since: | 2.1 |
Requirements: | Supported regions plugin |
Return Type: | Block |
This expression requires a supported regions plugin to be installed.
Examples:
clear the loop-block
Patterns: |
|
Since: | 2.2-dev31 |
Return Type: | Text |
Examples:
message "Book Title: %author of event-item%"
Patterns: |
|
Since: | 2.2-dev31, 2.7 (changers) |
Return Type: | Text |
Note: In order to modify the pages of a new written book, you must have the title and author
of the book set. Skript will do this for you, but if you want your own, please set those values.
Examples:
message "Book Pages: %pages of event-item%"
message "Book Page 1: %page 1 of event-item%"
set page 1 of player's held item to "Book writing"
Patterns: |
|
Since: | 2.2-dev31 |
Return Type: | Text |
Examples:
message "Book Title: %title of event-item%"
Patterns: |
|
Since: | 2.2-dev16 (lowercase and uppercase), 2.5 (advanced cases) |
Return Type: | Text |
Examples:
"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?
Patterns: | |
Since: | 2.9.0 |
Return Type: | integer |
Examples:
loop {_letters::*}:
set {_codepoint} to codepoint of lowercase loop-value
return false if {_codepoint} is not set # 'loop-value is not a single character'
if:
{_previous-codepoint} is set
# if the codepoint of the current character is not
# 1 more than the codepoint of the previous character
# then the letters are not in order
{_codepoint} - {_previous-codepoint} is not 1
then:
return false
set {_previous-codepoint} to {_codepoint}
return true
Patterns: |
|
Since: | 2.9.0 |
Return Type: | Text |
Examples:
set {_lower} to codepoint of {_lower}
return {_none} if {_lower} is not set
set {_upper} to codepoint of {_upper}
return {_none} if {_upper} is not set
loop integers between {_lower} and {_upper}:
add character from codepoint loop-value to {_chars::*}
return {_chars::*}
Patterns: | |
Since: | 2.8.0 |
Return Type: | Text |
If you would like only alphanumeric characters you can use the 'alphanumeric' option in the expression.
If strings of more than one character are given, only the first character of each is used.
Examples:
broadcast "%loop-value%"
# 0123456789:;<=>?@ABC... ...uvwxyz
send characters between "0" and "z"
# 0123456789ABC... ...uvwxyz
send alphanumeric characters between "0" and "z"
Patterns: |
|
Since: | 2.2-dev31 |
Return Type: | Text |
Examples:
Patterns: |
|
Since: | 2.2-Fixes-v7, 2.2-dev35 (clearing recipients) |
Return Type: | Player |
Examples:
Patterns: |
|
Since: | 2.0, 2.8.0 (loaded chunks) |
Return Type: | Chunk |
Resetting a chunk may or may not be supported on some MC versions.
Examples:
set {_chunks::*} to the loaded chunks of the player's world
Patterns: |
|
Since: | 1.0, 2.2-dev35 (more clickable things) |
Usable in events: | click, inventory click |
Return Type: | Object |
Examples:
if the clicked block is a chest:
show the inventory of the clicked block to the player
Patterns: | |
Since: | 2.0 |
Return Type: | Text |
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:
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
Patterns: |
|
Since: | 2.0, 2.7 (support for script commands) |
Usable in events: | command |
Return Type: | Text |
Examples:
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
Patterns: |
|
Since: | 2.6 |
Return Type: | Text |
Examples:
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
command /greet <player>:
usage: /greet <target>
trigger:
if arg-1 is sender:
send "&cYou can't greet yourself! Usage: %the usage%"
stop
send "%sender% greets you!" to arg-1
send "You greeted %arg-1%!"
Patterns: |
|
Since: | 2.0 |
Usable in events: | command |
Return Type: | Command Sender |
If the command sender is a command block, its location can be retrieved by using %block's location%
Examples:
on command:
log "%executor% used command /%command% %arguments%" to "commands.log"
Patterns: | |
Since: | 2.0 |
Return Type: | Location |
Examples:
every 5 seconds:
loop all players:
set the loop-player's compass target to location of {compass::target::%%loop-player%}
Patterns: |
|
Since: | 1.3.1 |
Return Type: | Command Sender |
Examples:
send "message to console" to the console
Patterns: |
|
Since: | 2.2-dev33 |
Return Type: | Object |
the last usage date, or the cooldown bypass permission.
Examples:
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%}
Patterns: | |
Since: | 1.4.3 |
Return Type: | Number |
Examples:
message "Watch out for lava!"
Patterns: |
|
Since: | 1.0 |
Return Type: | Entity |
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:
kill the creeper
kill all powered creepers in the wolf's world
projectile is an arrow
Patterns: | |
Since: | 2.2-dev17 |
Return Type: | ItemStack |
This slot is always empty if player has no inventory open.
Examples:
set cursor slot of player to itemstack of 64 of diamond
Patterns: | |
Since: | 2.2-dev34, 2.8.0 (chat format) |
Requirements: | Paper 1.16+ (chat format) |
Return Type: | Inventory |
Examples:
set {_inventory} to a chest inventory with 1 row
set slot 4 of {_inventory} to a diamond named "example"
open {_inventory} to player
open chest inventory named "<#00ff00>hex coloured title!" with 6 rows to player
Patterns: |
|
Since: | 2.5 |
Requirements: | 1.14+ |
Return Type: | long |
Examples:
set {_model} to custom model data of player's tool
Patterns: |
|
Since: | 1.3.5, 2.8.0 (item damage event) |
Usable in events: | Damage, Vehicle Damage, Item Damage |
Return Type: | Number |
For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart).
For items, it's the amount of durability damage the item will be taking.
Examples:
event-item is any tool
clear damage # unbreakable tools as the damage will be 0
on damage:
increase the damage by 2
Patterns: |
|
Since: | 2.0 |
Return Type: | Damage Cause |
Examples:
Patterns: |
|
Since: | 1.2, 2.7 (durability reversed) |
Return Type: | integer |
Examples:
reset the durability of {_item}
set durability of player's held item to 0
Patterns: |
|
Since: | 2.4 |
Return Type: | ItemStack |
Examples:
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
Patterns: | |
Since: | 2.2-dev33 |
Return Type: | Date |
Examples:
set {_hourAfter} to 1 hour after {someOtherDate}
set {_hoursBefore} to 5 hours before {someOtherDate}
Patterns: | |
Since: | 1.4 |
Return Type: | Object |
Examples:
message "You have to wait a minute before using this command again!"
Patterns: | |
Since: | 2.3 |
Return Type: | Difficulty |
Examples:
Patterns: |
|
Since: | 1.0 (basic), 2.0 (extended) |
Return Type: | Direction |
Examples:
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
Patterns: |
|
Since: | 1.0 |
Usable in events: | death |
Return Type: | ItemStack |
Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops" or "clear drops" if you don't want any drops at all.
Examples:
remove itemstack of 4 of oak planks from the drops
Patterns: |
|
Since: | 2.5.1 |
Requirements: | Minecraft 1.15+ ('as %entity%') |
Return Type: | ItemStack |
Examples:
give drops of block using player's tool to player
Patterns: | |
Since: | 2.0, 2.7 (relative to last element), 2.8.0 (range of elements) |
Return Type: | Object |
See also: random expression
Examples:
set {_last} to last element of {top players::*}
set {_random player} to random element out of all players
send 2nd last element of {top players::*} to player
set {page2::*} to elements from 11 to 20 of {top players::*}
Patterns: |
|
Since: | 2.5 |
Usable in events: | enchant prepare, enchant |
Return Type: | ItemStack |
It can be modified, but enchantments will still be applied in the enchant event.
Examples:
set the enchanted item to a diamond chestplate
on enchant prepare:
set the enchant item to a wooden sword
Patterns: |
|
Since: | 2.5 |
Usable in events: | enchant |
Return Type: | long |
This is number that was displayed in the enchantment table, not the actual number of levels removed.
Examples:
send "Cost: %the displayed enchanting cost%" to player
Patterns: |
|
Since: | 2.5 |
Usable in events: | enchant prepare |
Return Type: | long |
Examples:
send "There are %enchantment bonus% bookshelves surrounding this enchantment table!" to player
Patterns: |
|
Since: | 2.0 |
Return Type: | long |
The optional 'stored' pattern is for Enchanted Books, where they're not actually enchanted but have stored enchantments.
Examples:
message "You have a sword of sharpness %level of sharpness of the player's tool% equipped"
# Stored Enchantments
set {_item} to 1 of enchanted book
set stored enchantment level of sharpness of {_item} to 10
Patterns: | |
Since: | 2.5 |
Usable in events: | enchant prepare |
Requirements: | 1.11 or newer |
Return Type: | Enchantment Offer |
These can be changed using the 'enchantmentOffer' function.
Examples:
send "Your enchantment offers are: %the enchantment offers%" to player
set enchantment offer 3 to enchantmentOffer(sharpness, 10, 20)
Patterns: |
|
Since: | 2.5 |
Requirements: | 1.11 or newer |
Return Type: | long |
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.
Examples:
Patterns: |
|
Since: | 1.2.1, 2.5 (chunks) |
Return Type: | Entity |
all players
, all creepers in the player's world
, or players in radius 100 of the player
. Examples:
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
Patterns: |
|
Since: | 2.5 |
Return Type: | Boolean |
Examples:
Patterns: | |
Since: | 2.5, 2.6.1 (final attribute value) |
Return Type: | Number |
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:
send "You are wounded!" to victim
set victim's attack speed attribute to 2
Patterns: |
|
Since: | 2.5 |
Return Type: | Offline Player |
Examples:
delete owner of target entity
set {_t} to uuid of tamer of target entity
Patterns: | |
Since: | 3.0.0 |
Return Type: | Entity Type |
Examples:
if entity type of target = pig:
Patterns: |
|
Since: | 1.0, 2.8.0 (Armour) |
Return Type: | ItemStack |
Examples:
delete chest slot of player
set {_i::*} to feet slot of all players
set body slot of all llamas to red carpet
Patterns: |
|
Since: | 2.1, 2.5.3 (block break event), 2.7 (experience change event) |
Usable in events: | experience spawn, break / mine, experience change |
Return Type: | Number |
Examples:
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
Patterns: |
|
Since: | 2.5, 2.8.6 (modify blocks) |
Usable in events: | explode |
Return Type: | Block |
Examples:
loop exploded blocks:
add loop-block to {exploded::blocks::*}
on explode:
loop exploded blocks:
if loop-block is grass:
remove loop-block from exploded blocks
on explode:
clear exploded blocks
on explode:
set exploded blocks to blocks in radius 10 around event-entity
on explode:
add blocks above event-entity to exploded blocks
Patterns: |
|
Since: | 2.5 |
Usable in events: | explosion |
Return Type: | Number |
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:
set the explosion's block yield to 10%
Patterns: |
|
Since: | 2.5 |
Usable in events: | explosion prime |
Return Type: | Number |
When changing the yield, values less than 0 will be ignored.
Read this wiki page for more information
Examples:
set the yield of the explosion to 10
Patterns: | |
Since: | 2.5 |
Requirements: | Minecraft 1.12 or newer for creepers |
Return Type: | Number |
Read this wiki page for more information
Examples:
set the explosive yield of the event-entity to 10
Patterns: |
|
Since: | 1.4 |
Return Type: | Direction |
Examples:
loop blocks from the block below the player in the horizontal facing of the player:
set loop-block to cobblestone
Patterns: |
|
Since: | 2.5 |
Usable in events: | block fertilize |
Requirements: | Minecraft 1.13 or newer |
Return Type: | Block |
Examples:
Patterns: |
|
Since: | 2.2-dev36 |
Return Type: | Object |
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:
Patterns: |
|
Since: | 2.4 |
Return Type: | Firework Effect |
Examples:
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
Patterns: | |
Since: | 2.2-dev31, 2.7 (support variables in format) |
Return Type: | Text |
Examples:
trigger:
send "Full date: %now formatted human-readable%" to sender
send "Short date: %now formatted as "yyyy-MM-dd"%" to sender
Patterns: | |
Since: | 1.1 |
Return Type: | Object |
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:
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
Patterns: |
|
Since: | 2.8.0 |
Return Type: | double |
Examples:
send action bar "Memory left: %free memory%/%max memory%MB" to player
wait 5 ticks
Patterns: | |
Since: | 1.0, 2.8.0 (syntax rework) |
Usable in events: | smelt, fuel burn |
Return Type: | ItemStack |
Remember to use 'block' and not
furnace
, as furnace
is not an existing expression.Note that if the result in a smelt event is changed to an item that differs in type from the items currently in the result slot, the smelting will fail to complete (the item will attempt to smelt itself again).
Note that if values other than
the result
are changed, event values may not accurately reflect the actual items in a furnace.Thus you may wish to use the event block in this case (e.g.
the fuel slot of the event-block
) to get accurate values if needed. Examples:
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
Patterns: |
|
Since: | 2.2-dev21 |
Return Type: | Boolean |
Examples:
Patterns: |
|
Since: | 2.2-dev35 |
Requirements: | Vault, a permission plugin that supports Vault |
Return Type: | Text |
If you have LuckPerms, ensure you have vault integration enabled in the luck perms configurations.
Examples:
broadcast "%group of player%" # this is the player's primary group
broadcast "%groups of player%" # this is all of the player's groups
Patterns: |
|
Since: | 2.6.2 |
Return Type: | Entity |
Examples:
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
Patterns: |
|
Since: | 2.0, 2.2-dev32 (SHA-256 algorithm) |
Return Type: | Text |
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:
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!"
Patterns: |
|
Since: | 2.7 |
Usable in events: | Egg Throw |
Return Type: | Entity Type |
Examples:
set the hatching entity type to a primed tnt
Patterns: |
|
Since: | 2.0 |
Return Type: | Location |
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 in front of the player's eyes to glass
loop blocks in front of the player's head:
Patterns: |
|
Since: | 2.5.1 |
Usable in events: | heal |
Return Type: | double |
Examples:
increase the heal amount by 2
remove 0.5 from the healing amount
Patterns: |
|
Since: | 2.5 |
Usable in events: | heal |
Return Type: | Heal Reason |
Examples:
heal reason is satiated
send "You ate enough food and gained full health back!"
Patterns: |
|
Since: | 1.0 |
Usable in events: | damage |
Return Type: | Number |
The minimum value is 0, and the maximum is the entity's max health (e.g. 20 for players).
Examples:
Patterns: | |
Since: | 2.3 |
Return Type: | Player |
Examples:
Patterns: |
|
Since: | 2.5 |
Return Type: | long |
Examples:
send "You clicked the hotbar button %hotbar button%!"
Patterns: | |
Since: | 2.2-dev36 |
Return Type: | ItemStack |
To retrieve its number use Slot Index expression.
Use future and past tense to grab the previous slot in an item change event, see example.
Examples:
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
on item held change:
if the selected hotbar slot was a diamond:
set the currently selected hotbar slot to slot 5 of player
Patterns: |
|
Since: | 2.3 |
Usable in events: | server list ping |
Requirements: | Paper 1.12.2 or newer |
Return Type: | Text |
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:
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
Patterns: | |
Since: | 1.4, 2.2-dev26 (when used in connect event), 2.3 (when used in server list ping event) |
Return Type: | Text |
Examples:
broadcast "Banned the IP %IP of player%"
on connect:
log "[%now%] %player% (%ip%) is connected to the server."
on server list ping:
send "%IP-address%" to the console
Patterns: | |
Since: | 2.1 |
Return Type: | long |
Examples:
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}
Patterns: | |
Since: | 2.4 (indices), 2.6.1 (sorting) |
Return Type: | Text |
To sort the indices, all objects in the list must be comparable;
Otherwise, this expression will just return the unsorted indices.
Examples:
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
Patterns: |
|
Since: | 2.8.0 |
Usable in events: | Inventory Item Move |
Return Type: | Inventory |
Examples:
holder of event-initiator-inventory is a chest
broadcast "Item transport happening at %location at holder of event-initiator-inventory%!"
Patterns: |
|
Since: | 2.2-dev36, 2.9.0 (input index) |
Return Type: | Object |
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.
The 'input index' pattern can be used when acting on a variable to access the index of the input.
Examples:
sort {_list::*} based on length of input index
Patterns: |
|
Since: | 1.0 |
Return Type: | Inventory |
You can usually omit this expression and can directly add or remove items to/from blocks or entities.
Examples:
clear the player's inventory
remove 5 of wool from the inventory of the clicked block
Patterns: |
|
Since: | 2.2-dev16 |
Return Type: | Inventory Action |
Examples:
Patterns: |
|
Since: | 2.8.0 |
Usable in events: | Inventory Close |
Requirements: | Paper |
Return Type: | Inventory Close Reasons |
Examples:
inventory close reason is teleport
send "Your inventory closed due to teleporting!" to player
Patterns: |
|
Since: | 2.2-dev34, 2.5 (slots) |
Return Type: | Object |
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:
holder of player's top inventory
{_inventory}'s viewers
Patterns: | |
Since: | 2.2-dev24 |
Return Type: | ItemStack |
Examples:
set slot 0 of player to itemstack of 2 of stone
clear slot 1 of player
Patterns: |
|
Since: | unknown (before 2.1) |
Return Type: | ItemStack |
Examples:
item is a clock
set the time to 6:00
Patterns: |
|
Since: | 2.2-dev24 |
Return Type: | long |
This amount is clamped between 0 and 99.
Anything above 99 will not serialize and may kick the player.
0 and below will delete the item.
Examples:
set item amount of player's tool to 10
add 3 to item amount of player's tool
remove 2 from item amount of player's tool
Patterns: | |
Since: | 2.8.0 |
Return Type: | Timespan |
Examples:
set item cooldown of player's tool for player to 1 minute
set item cooldown of stone and grass for all players to 20 seconds
reset item cooldown of cobblestone and dirt for all players
Patterns: |
|
Since: | 2.2-dev36 |
Return Type: | Enchantment |
The optional 'stored' pattern is for Enchanted Books, which do not have enchantments but rather have stored enchantments.
Examples:
loop enchantments of player's tool:
if enchantments of {_item} contains sharpness:
Patterns: | |
Since: | 2.2-dev35, 2.2-dev36 (improved), 2.5.2 (throwable projectiles) |
Return Type: | ItemStack |
For dropped item entities, it gets 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.
For ItemDisplay entities it gets the item show on display.
Other entities do not have items associated with them.
Deleting the item of an ItemFrame will just remove the ItemStack from the frame but deleting the item of a dropped item or projectile will remove the entity itself.
Examples:
set item of target entity of player to itemstack of diamond
Patterns: |
|
Since: | 2.5 |
Requirements: | 1.14+ |
Return Type: | ItemStack |
Examples:
set slot 1 of inventory of player to wooden hoe with custom model data 357
Patterns: |
|
Since: | 3.0.0 |
Return Type: | ItemStack |
Examples:
Patterns: |
|
Since: | 2.3 |
Return Type: | ItemStack |
If multiple strings are passed, each of them will be a separate line in the lore.
Examples:
give {_test} to player
Patterns: | |
Since: | 3.0.0 |
Return Type: | ItemStack |
Supports Minecraft's command item format.
See McWiki Data Component Format for more details
Examples:
set {_i} to itemstack of netherite shovel
set {_item} to itemstack of stick[minecraft:consumable={},food={saturation:1,nutrition:2}] # Will create a stick you can eat
set {_item} to itemstack of experience_bottle[enchantment_glint_override=false] # Will create an xp bottle without glint
set {_item} to itemstack of apple[!food,!consumable] # Will create an apple that cannot be consumed
Patterns: |
|
Since: | 2.9.0 |
Return Type: | ItemStack |
Examples:
equip player with 1 of netherite helmet without fire resistance
drop fire resistant itemstack of stone at player
Patterns: |
|
Since: | 2.0, 2.8.0 (specific types of items) |
Return Type: | ItemStack |
Please note that the positions of the items in the inventory are not saved, only their order is preserved.
Examples:
loop-item is enchanted
remove loop-item from the player
set {inventory::%uuid of player%::*} to items in the player's inventory
Patterns: |
|
Since: | 2.1, 2.5.2 (regex support), 2.7 (case sensitivity) |
Return Type: | Text |
Examples:
set {_s::*} to the string argument split at ","
Patterns: | |
Since: | 2.3 |
Return Type: | Text |
The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish.
Examples:
Patterns: |
|
Since: | 2.5.1 |
Return Type: | Number |
Examples:
Patterns: |
|
Since: | 2.2-Fixes-V10 |
Return Type: | Damage Cause |
Examples:
Patterns: |
|
Since: | 2.3 |
Requirements: | Paper 1.12.2 or newer |
Return Type: | Server Icon |
Examples:
Patterns: | |
Since: | 2.4 |
Requirements: | Paper 1.9 or newer |
Return Type: | Resource Pack State |
Examples:
Patterns: |
|
Since: | 1.3 (spawned entity), 2.0 (shot entity), 2.2-dev26 (dropped item), 2.7 (struck lightning, firework) |
Return Type: | Entity |
Examples:
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
teleport player to last struck lightning
delete last launched firework
Patterns: |
|
Since: | 2.5 |
Return Type: | Date |
Examples:
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."
Patterns: |
|
Since: | 2.3 |
Return Type: | Entity |
Examples:
Patterns: | |
Since: | unknown (before 2.1) |
Usable in events: | level change |
Return Type: | long |
Examples:
set the player's level to 0
Patterns: | |
Since: | 2.0 |
Usable in events: | level change |
Return Type: | Number |
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:
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
Patterns: | |
Since: | 1.3.4 |
Return Type: | byte |
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:
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
Patterns: |
|
Since: | 2.7 |
Return Type: | Text |
Examples:
broadcast "This server uses Vault plugin!"
send "Plugins (%size of loaded plugins%): %plugins%" to player
Patterns: |
|
Since: | 2.0 |
Return Type: | Location |
Examples:
set {_loc} to the location 1 meter above the player
Patterns: | |
Since: | 1.0 |
Return Type: | Location |
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:
message "You home was set to %player's location% in %player's world%."
Patterns: |
|
Since: | 2.8.0 |
Return Type: | long |
Examples:
give player 1 stone
wait 5 ticks
if loop-counter > 30:
stop loop
loop {top-balances::*}:
if loop-iteration <= 10:
broadcast "#%loop-iteration% %loop-index% has $%loop-value%"
Patterns: |
|
Since: | 1.0, 2.8.0 (loop-counter) |
Return Type: | Object |
Examples:
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
loop {top-balances::*}:
loop-iteration <= 10
send "#%loop-iteration% %loop-index% has $%loop-value%"
Patterns: |
|
Since: | 2.7 |
Requirements: | MC 1.16+ |
Return Type: | ItemStack |
Examples:
chance of %10
add 64 diamonds
send "You hit the jackpot!!"
Patterns: |
|
Since: | 2.1 |
Return Type: | Text |
Examples:
Patterns: | |
Since: | 2.2-dev34, 2.9.0 (lowest solid block, 'non-air' option removed, additional syntax option) |
Return Type: | Block |
Note that the y-coordinate of the location is not taken into account for this expression.
Examples:
set the highest solid block at the player's location to the lowest solid block at the player's location
Patterns: |
|
Since: | 2.3 |
Return Type: | Text |
'default MOTD' returns the default MOTD always and can't be changed.
Examples:
set the motd to "Join now!"
Patterns: |
|
Since: | 3.0.0 |
Return Type: | Material |
Setting the material of an ItemStack is not supported and may result in weird behaviour.
Setting the material of a BlockData is not supported.
Setting the material of a Block/BlockDisplay/ItemDisplay will act normally.
Examples:
set {_mat} to material of player's tool
set {_mat} to material of target block of player
set material of target block of player to oak log
Patterns: |
|
Since: | 2.5, 2.9.0 (change) |
Requirements: | Minecraft 1.20.5+ (custom amount) |
Return Type: | integer |
Note: 'delete' will remove the max durability from the item (making it a non-damageable item). Delete requires Paper 1.21+
Examples:
if max durability of player's tool is not 0: # Item is damageable
set max durability of player's tool to 5000
add 5 to max durability of player's tool
reset max durability of player's tool
delete max durability of player's tool
Patterns: |
|
Since: | 2.0 |
Usable in events: | damage, death |
Return Type: | Number |
Examples:
set the maximum health of the player to 100
spawn a giant
set the last spawned entity's max health to 1000
Patterns: |
|
Since: | 2.8.0 |
Requirements: | Paper |
Return Type: | Timespan |
Some items, like bows and shields, do not have a limit to their use. They will return 1 hour.
Examples:
broadcast max usage duration of player's tool
Patterns: |
|
Since: | 2.3, 2.7 (modify max real players) |
Requirements: | Paper 1.16+ (modify max real players) |
Return Type: | integer |
'real max players' returns the real count of max players of the server and can be modified on Paper 1.16 or later.
Examples:
set the max players count to (online players count + 1)
Patterns: | |
Since: | 2.7 |
Return Type: | Timespan |
Examples:
send "you're about to freeze!" to the player
Patterns: |
|
Since: | 2.1, INSERT VERSION (change) |
Return Type: | long |
The max stack size you can set must be between 1 and 99 (Clamped value from Minecraft).
Resetting will reset back to the vanilla Minecraft value.
Examples:
set max stack size of player's tool to 10
add 3 to max stack size of player's tool
remove 20 from max stack size of player's tool
reset max stack size of player's tool
Patterns: |
|
Since: | 2.1.1 |
Return Type: | Player |
Examples:
!kick myself
!give a diamond axe to me
Patterns: |
|
Since: | 2.5.1 |
Return Type: | long |
Modifying the repair amount will affect how much experience is given to the player after mending.
Examples:
set the mending repair amount to 100
Patterns: |
|
Since: | 1.4.6 (chat message), 1.4.9 (join & quit messages), 2.0 (death message), 2.9.0 (clear message) |
Usable in events: | chat, join, quit, death |
Return Type: | Text |
Examples:
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:
if {vanish::%player's uuid%} is set:
clear quit message
else:
set quit message to "%player% left this awesome server!"
on death:
set the death message to "%player% died!"
Patterns: |
|
Since: | 2.2-dev36 |
Return Type: | Object |
Examples:
broadcast "%metadata value ""healer"" of player%"
clear metadata value "healer" of player
Patterns: | |
Since: | 2.6.1 |
Return Type: | Location |
Examples:
executable by: players
trigger:
teleport player to the center of player's location
send "You're no longer stuck."
Patterns: | |
Since: | 2.5.1 |
Return Type: | Vector |
Examples:
set derailed velocity of event-entity to vector 2, 10, 2
Patterns: |
|
Since: | 2.0, 2.5 (offline players) |
Requirements: | Vault, an economy plugin that supports Vault |
Return Type: | Number |
Examples:
remove 20 from the player's balance
add 200 to the player's account
Patterns: | |
Since: | 2.7 |
Requirements: | Paper 1.16+ |
Return Type: | Moon Phase |
Examples:
send "Watch for the wolves!"
Patterns: |
|
Since: | 2.2-dev27 |
Return Type: | Block |
Examples:
Patterns: |
|
Since: | before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds) |
Return Type: | Text |
- 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.
- Worlds
- Name: The name of the world. Cannot be changed.
Examples:
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"
Patterns: | |
Since: | before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds) |
Return Type: | Text |
- 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.
- Worlds
- Name: The name of the world. Cannot be changed.
Examples:
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"
Patterns: |
|
Since: | 2.0, 2.2-dev34 (inventories) |
Return Type: | Object |
set name of <item/inventory> to <text>
. Examples:
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
Patterns: |
|
Since: | 2.7 |
Return Type: | Entity |
Examples:
teleport player to the nearest cow relative to player
teleport player to the nearest entity relative to player
on click:
kill nearest pig
Patterns: |
|
Since: | 2.5 |
Return Type: | Text |
Examples:
Patterns: |
|
Since: | 2.5 |
Return Type: | long |
Examples:
set victim's invulnerability ticks to 20 #Victim will not take damage for the next second
Patterns: |
|
Since: | 1.4 |
Return Type: | Date |
Examples:
Patterns: | |
Since: | 2.5 |
Return Type: | long |
Examples:
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
Patterns: | |
Since: | 1.4.6 (integers & numbers), 2.5.1 (decimals) |
Return Type: | Number |
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 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
Patterns: |
|
Since: | 2.2-dev35 |
Return Type: | Offline Player |
Examples:
Patterns: |
|
Since: | 2.3 |
Requirements: | Paper (fake count) |
Return Type: | long |
real online player count
always return the real count of online players and can't be changed. Examples:
# This will make the max players count 5 if there are 4 players online.
set the fake max players count to (online player count + 1)
Patterns: | |
Since: | 2.2-dev24, 2.2-dev35 (Just 'current inventory' works in player events) |
Return Type: | Inventory |
If no inventory is open, it returns the own player's crafting inventory.
Examples:
Patterns: | |
Since: | 2.0 |
Return Type: | Object |
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:
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
Patterns: |
|
Since: | 2.0 |
Return Type: | Text |
Examples:
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!"
Patterns: | |
Since: | 2.0, 2.2-dev26 (Multiple passengers for 1.11.2+) |
Return Type: | Entity |
For 1.11.2 and above, it returns a list of passengers and you can use all changers in it.
See also: vehicle
Examples:
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
Patterns: | |
Since: | 2.8.0 |
Return Type: | Number |
Examples:
set damage to 125 percent of damage
set {_result} to {_percent} percent of 999
set {_result::*} to 10% of {_numbers::*}
set experience to 50% of player's total experience
Patterns: |
|
Since: | 2.7 |
Return Type: | double |
Examples:
Patterns: | |
Since: | 2.2-dev36 |
Return Type: | long |
Examples:
trigger:
send "%arg-1%'s ping is %arg-1's ping%"
Patterns: | |
Since: | 2.6.2 |
Requirements: | Paper 1.12.2 or newer |
Return Type: | integer |
Examples:
trigger:
send "Protocol version of %arg-1%: %protocol version of arg-1%"
Patterns: |
|
Since: | 2.0 |
Return Type: | ItemStack |
Examples:
set the block at the entity to the entity's skull
Patterns: | |
Since: | 2.2-dev34 |
Return Type: | Weather Type |
Examples:
reset player's weather
if arg-player's weather is rainy
Patterns: |
|
Since: | 2.4 |
Usable in events: | portal_create |
Return Type: | Block |
Examples:
loop portal blocks:
broadcast "%loop-block% is part of a portal!"
Patterns: | |
Since: | 2.8.0 |
Return Type: | Timespan |
Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown.
Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players.
Examples:
wait 1 tick
set portal cooldown of event-entity to 5 seconds
Patterns: |
|
Since: | 2.5.2 |
Return Type: | Potion Effect |
to tipped arrows/lingering potions, Minecraft reduces the timespan.
Examples:
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
Patterns: |
|
Since: | 2.7 |
Return Type: | integer |
Examples:
Patterns: |
|
Since: | 2.5.2 |
Return Type: | Potion Effect |
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:
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
Patterns: | |
Since: | 2.0 |
Requirements: | Vault, a chat plugin that supports Vault |
Return Type: | Text |
Examples:
cancel event
broadcast "%player's prefix%%player's display name%%player's suffix%: %message%" to the player's world
set the player's prefix to "[<red>Admin<reset>] "
Patterns: |
|
Since: | 2.5.1 |
Return Type: | Boolean |
Examples:
event-projectile is an arrow
set projectile critical mode of event-projectile to true
Patterns: |
|
Since: | 2.3 |
Usable in events: | server list ping |
Requirements: | Paper 1.12.2 or newer |
Return Type: | long |
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:
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
Patterns: |
|
Since: | 2.8.0 |
Requirements: | Paper 1.16.5+ |
Return Type: | Quit Reason |
Examples:
quit reason was kicked
player is banned
clear {server::player::%uuid of player%::*}
Patterns: | |
Since: | 2.8.0 |
Return Type: | Text |
This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters.
If strings of more than one character are given, only the first character of each is used.
Examples:
send 3 random alphanumeric characters between "0" and "z"
Patterns: | |
Since: | 1.4 |
Return Type: | Number |
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:
send "You rolled a %random integer from 1 to 6%!" to the player
Patterns: |
|
Since: | 2.5.1 |
Return Type: | UUID |
Examples:
Patterns: |
|
Since: | unknown (2.2) |
Return Type: | Text |
Note that this is not guaranteed to give same results on all servers.
Examples:
Patterns: |
|
Since: | 2.8.0 |
Usable in events: | ready arrow |
Return Type: | ItemStack |
Examples:
selected bow's name is "Spectral Bow"
if selected arrow is not a spectral arrow:
cancel event
Patterns: | |
Since: | 2.1 |
Requirements: | Supported regions plugin |
Return Type: | Offline Player |
This expression requires a supported regions plugin to be installed.
Examples:
message "You're entering %region% whose owners are %owners of region%"
Patterns: | |
Since: | 2.1 |
Requirements: | Supported regions plugin |
Return Type: | Region |
This expression requires a supported regions plugin to be installed.
Examples:
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::*}%<r>."
Patterns: |
|
Since: | INSERT VERSION |
Return Type: | Object |
Registries cannot be changed via Skript.
Examples:
loop registry values of biome registry:
Patterns: |
|
Since: | 2.0 |
Return Type: | Timespan |
Examples:
send "hurry, get to the surface!" to the player
Patterns: | |
Since: | 2.9.0 |
Requirements: | Spigot 1.19.4+ |
Return Type: | Timespan |
A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks.
Examples:
Patterns: |
|
Since: | 2.2-dev35 |
Return Type: | Location |
Examples:
set respawn location to {example::spawn}
Patterns: | |
Since: | 2.0 |
Return Type: | long |
Examples:
set line 1 of the block to rounded "%(1.5 * player's level)%"
add rounded down argument to the player's health
Patterns: | |
Since: | 2.2-Fixes-v10, 2.2-dev35 (fully modifiable), 2.6.2 (syntax pattern changed) |
Return Type: | Number |
Examples:
Patterns: | |
Since: | 2.3 |
Return Type: | Text |
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:
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
Patterns: |
|
Since: | 2.0 |
Usable in events: | Script Load/Unload |
Return Type: | Text |
Examples:
set {running::%script%} to true
on script unload:
set {running::%script%} to false
Patterns: | |
Since: | 2.7 |
Return Type: | integer |
Examples:
type of block is sea pickle
send "Wow! This stack of sea pickles contained %event-block's sea pickle count% pickles!"
send "It could've contained a maximum of %event-block's maximum sea pickle count% pickles!"
send "It had to have contained at least %event-block's minimum sea pickle count% pickles!"
cancel event
set event-block's sea pickle count to event-block's maximum sea pickle count
send "This bad boy is going to hold so many pickles now!!"
Patterns: |
|
Since: | 2.8.0 |
Usable in events: | send command list |
Return Type: | Text |
Modifications will affect what commands show up for the player to tab complete. They will not affect what commands the player can actually run.
Adding new commands to the list is illegal behavior and will be ignored.
Examples:
set command list to command list where [input does not contain ":"]
remove "help" from command list
Patterns: |
|
Since: | 2.3 |
Requirements: | Paper 1.12.2 or newer |
Return Type: | Server Icon |
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:
set {server-icons::default} to the default server icon
Patterns: |
|
Since: | 1.3.7 |
Return Type: | Living Entity |
Examples:
Patterns: | |
Since: | 1.3 |
Return Type: | Text |
Examples:
line 2 of the clicked block is "[Heal]":
heal the player
set line 3 to "%player%"
Patterns: | |
Since: | 2.9.0 |
Return Type: | Offline Player |
Examples:
set skull owner of {_block} to "Njol" parsed as offlineplayer
Patterns: |
|
Since: | 2.3 |
Return Type: | Spawn Reason |
Examples:
spawn reason is reinforcements or breeding
cancel event
Patterns: | |
Since: | 2.4, 2.9.2 (trial spawner) |
Return Type: | Entity Type |
Examples:
if event-block is spawner:
send "Spawner's type is %target block's entity type%"
Patterns: |
|
Since: | 2.2-dev32d |
Return Type: | Number |
Examples:
Patterns: | |
Since: | 2.4-alpha4, 2.7 (Paper Spectator Event) |
Requirements: | Paper |
Return Type: | Entity |
Examples:
message "&c%spectator target% currently has %{game::kills::%spectator target%}% kills!" to the player
on player stop spectating:
past spectator target was a zombie
set spectator target to the nearest skeleton
Patterns: | |
Since: | unknown (before 2.1) |
Return Type: | Number |
Please note that changing a player's speed will change their FOV just like potions do.
Examples:
increase the argument's fly speed by 0.1
Patterns: |
|
Since: | 2.1, 2.5.2 (character at, multiple strings support) |
Return Type: | Text |
Examples:
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
Patterns: |
|
Since: | 2.2-dev36 |
Return Type: | Number |
Examples:
Patterns: |
|
Since: | INSERT VERSION |
Requirements: | Minecraft 1.21+ |
Return Type: | Tag |
See McWiki Tag for more information on tags.
`registrykey` = Refers to the type of registry this tag is from.
`string` = You can use the `minecraft:` namespace and/or namespaces from DataPacks. If you omit this value it defaults to 'minecraft'.
Examples:
set {_tag} to block registry tag "mineable/pickaxe"
set {_tag} to block reigstry tag "my_pack:some_item_tag"
set {_tag} to enchantment registry tag "treasure"
Patterns: | |
Since: | INSERT VERSION |
Requirements: | Minecraft 1.21+ |
Return Type: | Object |
Tags and their values are created by Minecraft and DataPacks, and the values cannot be edited via Skript.
Examples:
if tag values of item registry tag "minecraft:banners" contains material of player's tool:
if tag values of entity type registry tag "arthropod" contains type of target entity:
Patterns: |
|
Since: | 2.2-dev25 |
Return Type: | Player |
Examples:
if the tamer is a player:
send "someone tamed something!" to console
Patterns: |
|
Since: | 1.4.2, 2.7 (Reset), 2.8.0 (ignore blocks) |
Return Type: | Entity |
For mobs and experience orbs this is the entity they are attacking/following (if any).
Display entities have a hit box of 0, so you should use 'target display' to collect Display entities
May grab entities in unloaded chunks.
Examples:
if entity's target entity is a player:
send "You're being followed by an %entity%!" to target of entity
reset target entity of entity # Makes the entity target-less
delete targeted entity of player # for players it will delete the target
delete target entity of last spawned zombie # for entities it will make them target-less
Patterns: |
|
Since: | 1.0, 2.9.0 (actual/exact) |
Return Type: | Block |
The actual target block will regard the actual hit box of the block.
Examples:
set target block of player to oak_stairs[waterlogged=true]
break target block of player using player's tool
give player 1 of type of target block
teleport player to location above target block
kill all entities in radius 3 around target block of player
set {_block} to actual target block of player
break actual target block of player
Patterns: |
|
Since: | 2.2-dev35 |
Return Type: | Teleport Cause |
Examples:
teleport cause is nether portal, end portal or end gateway
cancel event
Patterns: |
|
Since: | 2.7 |
Usable in events: | Egg Throw |
Return Type: | Projectile |
Examples:
Patterns: | |
Since: | 1.0 |
Return Type: | Time |
Use the "minecraft timespan" syntax to change the time according to Minecraft's time intervals.
Since Minecraft uses discrete intervals for time (ticks), changing the time by real-world minutes or real-world seconds only changes it approximately.
Removing an amount of time from a world's time will move the clock forward a day.
Examples:
add 2 minecraft hours to time of world "world"
add 54 real seconds to time of world "world" # approximately 1 minecraft hour
Patterns: |
|
Since: | 2.5, 2.7 (offline players) |
Requirements: | MC 1.15+ (offline players) |
Return Type: | Timespan |
Using this expression on offline players on Minecraft 1.14 and below will return nothing
<none>
. Examples:
if player's time played is greater than 10 minutes:
give player a diamond sword
set player's time played to 0 seconds
Patterns: |
|
Since: | 2.9.0 |
Return Type: | long |
Examples:
send "It has been %days of {_t}% day(s) since last payout."
Patterns: |
|
Since: | 1.0 |
Return Type: | ItemStack |
Examples:
player's off hand tool is a shield
set tool of all players to a diamond sword
set offhand tool of target entity to a bow
Patterns: | |
Since: | 2.7 |
Return Type: | integer |
Adding to a player's experience will trigger Mending, but setting their experience will not.
Examples:
add 100 to player's experience
if player's total experience is greater than 100:
set player's total experience to 0
give player 1 diamond
Patterns: |
|
Since: | 2.8.0 |
Return Type: | Transform Reason |
Examples:
transform reason is infection, drowned or frozen
Patterns: |
|
Since: | 1.4, 2.5.2 (potion effect), 2.7 (block datas) |
Return Type: | Object |
Types of items, blocks and block datas 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:
message "This is a %type of clicked entity%!"
Patterns: |
|
Since: | 2.1.2, 2.2 (offline players' UUIDs), 2.2-dev24 (other entities' UUIDs) |
Return Type: | UUID |
Examples:
# 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
Patterns: |
|
Since: | 2.2-dev13b, 2.9.0 (breakable) |
Return Type: | ItemStack |
Examples:
give breakable {_weapon} to all players
Patterns: | |
Since: | 2.7 |
Return Type: | Object |
Examples:
delete entity within {_entity} # This deletes the entity itself and not the value stored in the variable
set {_list::*} to "something", 10, "test" and a zombie
broadcast the strings within {_list::*} # "something", "test"
Patterns: | |
Since: | 2.2-dev28 |
Return Type: | Location |
Examples:
set {_loc} to {_v} to location in world "world" with yaw 45 and pitch 90
set {_loc} to location of {_v} in "world" with yaw 45 and pitch 90
Patterns: |
|
Since: | 2.8.0 |
Return Type: | Vector |
Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1).
Examples:
set {_v} to vector in direction of player
set {_v} to vector in horizontal direction of player
set {_v} to vector from facing of player
set {_v::*} to vectors from north, south, east, and west
Patterns: | |
Since: | 2.2-dev28 |
Return Type: | Vector |
Examples:
set {_v} to cylindrical vector radius 1, yaw loop-value, height 2
set {_v} to cylindrical vector radius 1, yaw 90, height 2
Patterns: | |
Since: | 2.2-dev28 |
Return Type: | Number |
Examples:
set {_v} to vector 1, 2, 3
set standard length of {_v} to 2
send "%standard length of {_v}%"
Patterns: |
|
Since: | 2.2-dev28, 2.7 (signed components) |
Return Type: | Vector |
Examples:
Patterns: | |
Since: | 2.2-dev28 |
Return Type: | Vector |
Examples:
set {_v} to spherical vector radius 1, yaw loop-value, pitch loop-value
set {_v} to spherical vector radius 1, yaw 45, pitch 90
Patterns: | |
Since: | 2.2-dev28 |
Return Type: | Number |
Examples:
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::*}%"
Patterns: |
|
Since: | 2.0 |
Return Type: | Text |
Examples:
message "This server is powered by Skript %skript version%"
Patterns: |
|
Since: | 2.3 |
Usable in events: | Server List Ping |
Requirements: | Paper 1.12.2+ |
Return Type: | Text |
This can only be set in a server list ping event.
Examples:
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%"
Patterns: |
|
Since: | 1.3, 2.6.1 (projectile hit event) |
Usable in events: | damage, death, projectile hit |
Return Type: | Entity |
Examples:
victim is a creeper
damage the attacked by 1 heart
Patterns: | |
Since: | 2.4 |
Requirements: | Paper |
Return Type: | integer |
NOTE: This is the view distance sent by the server to the player.
This has nothing to do with client side view distance settings
NOTE: This may not work on some versions (such as MC 1.14.x).
The return value in this case will be the view distance set in system.properties.
Examples:
set {_view} to view distance of player
reset view distance of all players
add 2 to view distance of player
Patterns: | |
Since: | 2.5 |
Requirements: | 1.13.2+ |
Return Type: | long |
Examples:
set view distance of player to client view distance of player
Patterns: | |
Since: | 1.0 |
Usable in events: | weather change |
Return Type: | Weather Type |
Examples:
weather in "world" is rainy
Patterns: |
|
Since: | 2.9.0 |
Return Type: | Boolean |
Examples:
broadcast "Flying: %whether player is flying%"
Patterns: |
|
Since: | 2.5.2, 2.9.0 (delete) |
Return Type: | Offline Player |
Players may be added and removed from the whitelist.
The whitelist can be enabled or disabled by setting the whitelist to true or false respectively.
Examples:
add all players to whitelist
reset the whitelist
Patterns: | |
Since: | 1.0 |
Return Type: | World |
Examples:
teleport the player to the world's spawn
set the weather in the player's world to rain
set {_world} to world of event-chunk
Patterns: | |
Since: | 2.7 |
Return Type: | World Environment |
Examples:
apply fire resistance to player for 10 minutes
Patterns: |
|
Since: | 1.0 |
Return Type: | World |
Examples:
broadcast "You're in %loop-world%" to loop-world
Patterns: |
|
Since: | 1.2 |
Return Type: | ItemStack |
Please note that this expression is not stable and might be replaced in the future.
Examples:
Patterns: | |
Since: | 2.0, 2.2-dev28 (vector yaw/pitch), 2.9.0 (entity changers) |
Requirements: | Paper 1.19+ (player changers) |
Return Type: | float |
A yaw of 0 or 360 represents the positive z direction. Adding a positive number to the yaw of a player will rotate it clockwise.
A pitch of 90 represents the negative y direction, or downward facing. A pitch of -90 represents upward facing. Adding a positive number to the pitch will rotate the direction downwards.
Only Paper 1.19+ users may directly change the yaw/pitch of players.
Examples:
set {_yaw} to yaw of player
set {_p} to pitch of target entity
set pitch of player to -90 # Makes the player look upwards, Paper 1.19+ only
add 180 to yaw of target of player # Makes the target look behind themselves