Types

Any Named Thing

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Something that has a name (e.g. an item).

Examples:

{thing}'s name

Any Numbered/Sized Thing

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Something that has an amount or size.

Examples:

the size of {thing}
the amount of {thing}

Any Valued Thing

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Something that has a value.

Examples:

the text of {node}

Anything with Contents

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Something that contains other things.

Examples:

{a} contains {b}

Attribute Type

🔗

Type

Patterns:
  • armor, armor toughness, armour, armour toughness, attack damage, attack knockback, attack speed, block break speed, block interaction range, burning time, camera distance, entity interaction range, explosion knockback resistance, fall damage multiplier, flying speed, follow range, generic armor, generic armor toughness, generic armour, generic armour toughness, generic attack damage, generic attack knockback, generic attack speed, generic burning time, generic explosion knockback resistance, generic fall damage multiplier, generic flying speed, generic follow range, generic gravity, generic jump strength, generic knockback resistance, generic luck, generic max absorption, generic max health, generic movement efficiency, generic movement speed, generic oxygen bonus, generic safe fall distance, generic scale, generic step height, generic tempt range, generic water movement efficiency, gravity, horse jump strength, jump strength, knockback resistance, luck, max absorption, max health, mining efficiency, movement efficiency, movement speed, oxygen bonus, player block break speed, player block interaction range, player entity interaction range, player mining efficiency, player sneaking speed, player submerged mining speed, player sweeping damage ratio, safe fall distance, scale, sneaking speed, spawn reinforcements, step height, submerged mining speed, sweeping damage ratio, tempt range, water movement efficiency, waypoint receive range, waypoint transmit range, zombie spawn reinforcements
Since: 2.5
Represents the type of an attribute. Note that this type does not contain any numerical values.See attribute types for more info.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:generic.attack_damage'.

Examples:

Missing examples.

Banner Pattern

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Represents a banner pattern.

Examples:

Missing examples.

Banner Pattern Type

🔗

Type

Patterns:
  • base, base banner pattern, border, border banner pattern, bordure banner pattern, bordure indented banner pattern, bottom left square banner pattern, bottom right square banner pattern, bottom stripe banner pattern, bottom triangle banner pattern, bricks, bricks banner pattern, center stripe banner pattern, circle, circle banner pattern, creeper, creeper banner pattern, creeper charged banner pattern, cross, cross banner pattern, curly border, curly border banner pattern, diagonal left, diagonal right, diagonal up left, diagonal up left banner pattern, diagonal up right, diagonal up right banner pattern, down left stripe banner pattern, down right stripe banner pattern, field masoned banner pattern, flow, flow banner pattern, flower, flower banner pattern, globe, globe banner pattern, gradient, gradient banner pattern, gradient up, gradient up banner pattern, guster, guster banner pattern, half horizontal, half horizontal bottom, half vertical, half vertical right, horizontal bottom half banner pattern, horizontal half banner pattern, left diagonal banner pattern, left stripe banner pattern, middle stripe banner pattern, mojang, mojang banner pattern, piglin, piglin banner pattern, rhombus, rhombus banner pattern, right diagonal banner pattern, right stripe banner pattern, right vertical half banner pattern, skull, skull banner pattern, small stripes, small stripes banner pattern, snout banner pattern, square bottom left, square bottom right, square top left, square top right, straight cross, straight cross banner pattern, stripe bottom, stripe center, stripe downleft, stripe downright, stripe left, stripe middle, stripe right, stripe top, tbottom triangles banner pattern, thing banner pattern, top left square banner pattern, top right square banner pattern, top stripe banner pattern, top triangle banner pattern, top triangles banner pattern, triangle bottom, triangle top, triangles bottom, triangles top, vertical half banner pattern
Since: 2.10
Represents the various banner patterns that can be applied to a banner.

Examples:

Missing examples.

Biome

🔗

Type

Patterns:
  • badlands, badlands forest, bamboo jungle, basalt deltas, beach, birch forest, black forest, cherry grove, cold beach, cold ocean, cold taiga, 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, eroded mesa, flower forest, forest, frozen ocean, frozen peaks, frozen river, giant spruce taiga, giant tree taiga, gravelly mountains, grove, hell, ice plains spikes, ice plains with spikes, ice spikes, jagged peaks, jungle, jungle edge, lukewarm ocean, lush caves, mangrove swamp, marsh, meadow, mesa, mesa forest, mountains, mushroom fields, mushroom island, nether, nether wastes, ocean, old growth birch forest, old growth pine taiga, old growth spruce taiga, pale garden, plains, river, roofed forest, savanna, savanna plateau, sea, shattered savanna, sky, small end islands, snowy beach, snowy plains, snowy slopes, snowy taiga, snowy tundra, soul sand valley, sparse jungle, spiked ice plains, stone shore, stony peaks, stony shore, sunflower plains, swamp, swampland, taiga, tall birch forest, the end, the void, void, warm ocean, warped forest, windswept forest, windswept gravelly hills, windswept hills, windswept savanna, wooded badlands, wooded mesa, wooded mountains
Since: 1.4.4
All possible biomes Minecraft uses to generate a world.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'.

Examples:

biome at the player is desert

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:
  • Missing patterns.
Since: 2.5
Block data is the detailed information about a block, referred to in Minecraft as BlockStates, allowing for the manipulation of different aspects of the block, including shape, waterlogging, direction the block is facing, and so much more. Information regarding each block's optional data can be found on Minecraft's Wiki. Find the block you're looking for and scroll down to 'Block States'. Different states must be separated by a semicolon (see examples). The 'minecraft:' namespace is optional, as well as are underscores.

Examples:

set block at player to campfire[lit=false]
set target block of player to oak stairs[facing=north;waterlogged=true]
set block at player to grass_block[snowy=true]
set loop-block to minecraft:chest[facing=north]
set block above player to oak_log[axis=y]
set target block of player to minecraft:oak_leaves[distance=2;persistent=false]

Boolean

🔗

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.

Chicken Variant

🔗

Type

Patterns:
  • cold, temperate, warm
Since: 2.12
Requirements: Minecraft 1.21.5+
Represents the variant of a chicken entity.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'.

Examples:

Missing examples.

Chunk

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.0
A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world.

Examples:

Missing examples.

Click Type

🔗

Type

Patterns:
  • lmb, number key, mmb, rmb, drop item, drop key, window border using left mouse button, unknown, window border using right mouse, shift+rmb, unsupported, shift+lmb, ctrl+q, swap shield, left mouse button, left mouse with shift, left mouse, 0-9, double click, double click using mouse, border using rmb, right mouse button, right mouse button with shift, border using lmb, middle mouse, drop key with control, window border using right mouse button, swap offhand, custom, q, right mouse with shift, middle mouse button, drop stack, left mouse button with shift, right mouse, creative action
Since: 2.2-dev16b, 2.2-dev35 (renamed to click type)
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.

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

Config

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
A configuration (or code) loaded by Skript, such as the config.sk or aliases.
Configs can be reloaded or navigated to find options.

Examples:

the skript config

Converging Particle Effect

🔗

New

Type

Patterns:
  • Missing patterns.
Since: 2.14
A particle effect where particles converge towards a point.

Examples:

Missing examples.

Cow Variant

🔗

Type

Patterns:
  • cold, temperate, warm
Since: 2.12
Requirements: Minecraft 1.21.5+
Represents the variant of a cow entity.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'.

Examples:

Missing examples.

Damage Cause

🔗

Type

Patterns:
  • sweep attack, thorns, the void, magma, a lightning, drowning, dragonfire, an attack, drown, an entity attack, melt, freeze, falling block, contact, fire, campfire, an entity explosion, lightning, a fall, entity explosion, void, a lightning strike, suffocation, suicide, wither effect, a plugin, lightning strike, entity attack, a potion, a wither, sweeping, melting, a falling block, unknown, starvation, lava, fall, hot floor, attack, a block explosion, dryout, burn, hitting wall while flying, potion, world border, flying into a wall, cramming, poison, sonic boom, suffocate, custom, kill, killed, a fire, burning, a projectile, plugin, wither potion effect, block explosion, projectile, wither, dragon's breath
Since: 2.0
The cause/type of a damage event, e.g. lava, fall, fire, drowning, explosion, poison, etc.
Please note that support for this type is very rudimentary, e.g. lava, fire and burning, as well as projectile and attack are considered different types.

Examples:

Missing examples.

Damage Source

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.12
Requirements: Minecraft 1.20.4+
Represents the source from which an entity was damaged.
Cannot change any attributes of the damage source from an 'on damage' or 'on death' event.

Examples:

Missing examples.

Damage Type

🔗

Type

Patterns:
  • arrow, bad respawn point, cactus, campfire, cramming, dragon breath, drown, drowning, dry out, ender pearl, entity cramming, explosion, fall, falling anvil, falling block, falling stalactite, fireball, fireworks, fly into wall, freeze, generic, generic kill, hot floor, in fire, in wall, indirect magic, lava, lightning, lightning bolt, llama spit, mace smash, magic, mob attack, mob attack no aggro, mob projectile, on fire, out of world, outside border, player attack, player explosion, sonic boom, spear, spit, stalagmite, starve, sting, suffocation, sweet berry bush, thorns, thrown, trident, unattributed fireball, void, wind charge, wither, wither skull
Since: 2.12
Requirements: Minecraft 1.20.4+
References a damage type of a damage source.

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:
  • normal, medium, hard, easy, 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

Directional Particle Effect

🔗

New

Type

Patterns:
  • Missing patterns.
Since: 2.14
A particle effect which can be given a directional velocity.

Examples:

Missing examples.

Display Billboard

🔗

Type

Patterns:
  • vertical pivot, horizontal, middle, horizontal pivot, center pivot, center, fixed, vertical
Since: 2.10
Represents the billboard setting of a display.

Examples:

Missing examples.

Display Entity

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
A text, block or item display entity.

Examples:

Missing examples.

Display Text Alignment

🔗

Type

Patterns:
  • middle aligned, centered, right aligned, center aligned, left aligned
Since: 2.10
Represents the text alignment setting of a text display.

Examples:

Missing examples.

Enchantment

🔗

Type

Patterns:
  • aqua affinity, bane of arthropods, binding curse, blast protection, breach, channeling, channelling, 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, lunge, lure, mending, multi-shot, multishot, piercing, power, projectile protection, protection, punch, quick charge, respiration, riptide, sharpness, silk touch, smite, soul speed, sweeping edge, swift sneak, thorns, unbreaking, vanishing curse, wind burst
Since: 1.4.6
An enchantment, e.g. 'sharpness' or 'fortune'. Unlike enchantment type this type has no level, but you usually don't need to use this type anyway.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'.
As of Minecraft 1.21 this will also support custom enchantments using namespaces, ex: 'myenchants:explosive'.

Examples:

Missing examples.

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

Enchantment Type

🔗

Type

Patterns:
  • []
Since: 1.4.6
An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'.

Examples:

enchant the player's tool with sharpness 5
helmet is enchanted with waterbreathing

Entity

🔗

Type

Patterns:
  • player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.
Since: 1.0
An entity is something in a world that's not a block, e.g. a player, a skeleton, or a zombie, but also projectiles like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings.

Examples:

entity is a zombie or creeper
player is an op
projectile is an arrow
shoot a fireball from the player

Entity Effect

🔗

New

Type

Patterns:
  • hit entity effect, drown damage effect, break chestplate effect, villager angry effect, ravager attack animation, squid rotation reset, firework explode animation, break boots effect, love hearts effect, ocelot distrust effect, reset spawner minecart delay effect, break saddle effect, protected from death effect, ignite tnt minecart animation, hurt berry bush effect (non-functional), fed dolphin effect, zoglin attack animation, iron golem rose animation, cat tame fail effect (non-functional), player bad omen raid effect, sheep eating grass animation, hoglin attack animation, taming succeeded effect, zombie transform sound effect, wolf shake animation, rabbit jump animation, ocelot trust effect, drowning damage effect, ravager roared effect, egg break effect, iron golem attack animation, break body armour effect, ender teleport effect, tipped arrow particles effect, break helmet effect, iron golem sheath animation, honey block fall effect, villager happy effect, snowball break effect, cat tame success effect (non-functional), evoker fang attack animation, fox chew effect, death animation, stop wolf shake animation, witch magic effect, warden sonic attack animation, break body armor effect, honey block slide effect, break main hand effect, damage animation (non-functional), shield break sound effect, armadillo peek animation, projectile crack effect, sniffer dig sound effect, goat lowering head animation, villager sweat effect, break off hand effect, entity attack animation, swap hands effect, entity poof effect, explosion damage effect (non-functional), guardian target sound effect (non-functional), thorns hurt effect (non-functional), warden attack animation, armor stand hit effect, break leggings effect, shield block sound effect, goat raising head animation, spawn in smoke effect, warden tendril shake animation, taming failed effect, stunned ravager effect, creaking shake animation, villager heart effect
Since: 2.14
Various entity effects that can be played for entities, like wolf howling, or villager happy.

Examples:

Missing examples.

Entity Snapshot

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Represents a snapshot of an entity's data.
This includes all of the data associated with an entity (its name, health, attributes, etc.), at the time this expression is used. Essentially, these are a way to create templates for entities.
Individual attributes of a snapshot cannot be modified or retrieved.

Examples:

Missing examples.

Entity Type

🔗

Type

Patterns:
  • Detailed usage will be added eventually
Since: 1.3
The type of an entity, e.g. player, wolf, powered creeper, etc.

Examples:

victim is a cow
spawn a creeper

Entity Type with Amount

🔗

Type

Patterns:
Since: 1.3
An entity type with an amount, e.g. '2 zombies'. I might remove this type in the future and make a more general 'type' type, i.e. a type that has a number and a type.

Examples:

spawn 5 creepers behind the player

Equipment Slot

🔗

Type

Patterns:
  • feet, chestplate slot, saddle slot, body slots, body armors, boots slot, body slot, leggings slots, off hand slot, helmet slots, legs slot, legs, body armour slots, body armor slot, body armor slots, leggings, helmets, chestplates, hand slot, body armour slot, helmet slot, boots slots, chest slots, tool slot, main hand slots, off hand slots, main hands, head slot, saddle slots, head slots, feet slots, shoes slot, hand slots, chestplate slots, helmet, body armours, boots, legs slots, off haands, chest slot, off hand, main hand slot, feet slot, leggings slot, shoes, chestplate, tool slots, body armor, main hand, body armour
Since: 2.11
Represents an equipment slot of an entity.

Examples:

Missing examples.

Equippable Components

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.13
Requirements: Minecraft 1.21.2+
Represents an equippable component used for items. NOTE: Equippable component elements are experimental. Thus, they are subject to change and may not work as intended.

Examples:

Missing examples.

Executable

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Something that can be executed (run) and may accept arguments, e.g. a function.
This may also return a result.

Examples:

run {_function} with arguments 1 and true

Experience

🔗

Type

Patterns:
  • [] ([e]xp|experience [point[s]])
Since: 2.0
Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's level and level progress freely.

Examples:

give 10 xp to the player

Experience Cooldown Change Reason

🔗

Type

Patterns:
  • plugin, pickup orb, orb pickup
Since: 2.10
Represents a change reason of an experience cooldown change event.

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

Examples:

Missing examples.

Fishing State

🔗

Type

Patterns:
  • lured, bobber in ground, fish escaped, entity caught, fishing, fish lured, fishing rod cast, reel in, caught fish, caught entity, fishing line cast, fish escape, fish bite, bite, rod cast, in ground, failed attempt, fish caught
Since: 2.11
Represents the different states of a fishing event.

Examples:

Missing examples.

Frog Variant

🔗

Type

Patterns:
  • cold, temperate, warm
Since: 2.13
Represents the variant of a frog entity.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'.

Examples:

Missing examples.

Function

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
A function loaded by Skript.
This can be executed (with arguments) and may return a result.

Examples:

run {_function} with arguments 1 and true
set {_result} to the result of {_function}

Game Effect

🔗

New

Type

Patterns:
  • CLICK2
  • CLICK1
  • BOW_FIRE
  • DOOR_TOGGLE
  • IRON_DOOR_TOGGLE
  • TRAPDOOR_TOGGLE
  • IRON_TRAPDOOR_TOGGLE
  • FENCE_GATE_TOGGLE
  • DOOR_CLOSE
  • IRON_DOOR_CLOSE
  • TRAPDOOR_CLOSE
  • IRON_TRAPDOOR_CLOSE
  • FENCE_GATE_CLOSE
  • EXTINGUISH
  • GHAST_SHRIEK
  • GHAST_SHOOT
  • BLAZE_SHOOT
  • ZOMBIE_CHEW_WOODEN_DOOR
  • ZOMBIE_CHEW_IRON_DOOR
  • ZOMBIE_DESTROY_DOOR
  • ENDER_SIGNAL
  • MOBSPAWNER_FLAMES
  • BREWING_STAND_BREW
  • CHORUS_FLOWER_GROW
  • CHORUS_FLOWER_DEATH
  • PORTAL_TRAVEL
  • ENDEREYE_LAUNCH
  • FIREWORK_SHOOT
  • DRAGON_BREATH
  • ANVIL_BREAK
  • ANVIL_USE
  • ANVIL_LAND
  • ENDERDRAGON_SHOOT
  • WITHER_BREAK_BLOCK
  • WITHER_SHOOT
  • ZOMBIE_INFECT
  • ZOMBIE_CONVERTED_VILLAGER
  • BAT_TAKEOFF
  • END_GATEWAY_SPAWN
  • ENDERDRAGON_GROWL
  • PHANTOM_BITE
  • ZOMBIE_CONVERTED_TO_DROWNED
  • HUSK_CONVERTED_TO_ZOMBIE
  • GRINDSTONE_USE
  • BOOK_PAGE_TURN
  • SMITHING_TABLE_USE
  • POINTED_DRIPSTONE_LAND
  • POINTED_DRIPSTONE_DRIP_LAVA_INTO_CAULDRON
  • POINTED_DRIPSTONE_DRIP_WATER_INTO_CAULDRON
  • SKELETON_CONVERTED_TO_STRAY
  • LAVA_INTERACT
  • REDSTONE_TORCH_BURNOUT
  • END_PORTAL_FRAME_FILL
  • DRIPPING_DRIPSTONE
  • ENDER_DRAGON_DESTROY_BLOCK
  • SPONGE_DRY
  • COPPER_WAX_ON
  • COPPER_WAX_OFF
  • OXIDISED_COPPER_SCRAPE
  • WITHER_SPAWNED
  • ENDER_DRAGON_DEATH
  • END_PORTAL_CREATED_IN_OVERWORLD
  • SOUND_STOP_JUKEBOX_SONG
  • CRAFTER_CRAFT
  • CRAFTER_FAIL
  • PARTICLES_SCULK_SHRIEK
  • PARTICLES_EGG_CRACK
  • GUST_DUST
  • TRIAL_SPAWNER_EJECT_ITEM
  • VAULT_EJECT_ITEM
  • SPAWN_COBWEB
  • SOUND_WITH_CHARGE_SHOT
Since: 2.14
Various game effects that can be played for players, like record disc songs, splash potions breaking, or fake bone meal effects.

Examples:

Missing examples.

Game Mode

🔗

Type

Patterns:
  • adventure, survival, spectator, creative
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:
  • minecraft:entity_drops, universal_anger, spawn_patrols, log_admin_commands, keep_inventory, raids, fire_damage, respawn_radius, advance_time, immediate_respawn, block_drops, projectiles_can_break_blocks, elytra_movement_check, block_explosion_drop_decay, command_blocks_work, spawn_phantoms, natural_health_regeneration, pvp, mob_explosion_drop_decay, player_movement_check, fire_spread_radius_around_player, max_command_sequence_length, random_tick_speed, spread_vines, lava_source_conversion, spawn_mobs, fall_damage, limited_crafting, max_command_forks, drowning_damage, spawn_wardens, send_command_feedback, forgive_dead_players, freeze_damage, ender_pearls_vanish_on_death, max_snow_accumulation_height, players_sleeping_percentage, mob_drops, mob_griefing, tnt_explosion_drop_decay, water_source_conversion, global_sound_events, spectators_generate_chunks, advance_weather, show_death_messages, allow_entering_nether_using_portals, spawn_monsters, spawner_blocks_work, max_block_modifications, show_advancement_messages, command_block_output, locator_bar, players_nether_portal_creative_delay, players_nether_portal_default_delay, max_entity_cramming, reduced_debug_info, spawn_wandering_traders, tnt_explodes, max_minecart_speed
Since: 2.5
Requirements: Minecraft 1.13 or newer
A gamerule

Examples:

Missing examples.

Gamerule Value

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.5
A wrapper for the value of a gamerule for a world.

Examples:

Missing examples.

Gene

🔗

Type

Patterns:
  • normal, lazy, happy, worried, worrisome, aggressive, brown, brownish, savage, playful, wild, weak
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:
  • an ender crystal, magic, a magic regeneration, magic regeneration, fed, sated, a magic regen, regen potion, a wither spawn, peaceful, unknown, a regeneration potion, consuming, a wither effect, peaceful regeneration, wither summoning, healing potion, wither potion, an end crystal, satiated, regeneration potion, potion, satisfied, ingesting, withered, custom, a wither spawning, end crystal, eating, wither spawning, a wither summoning, wither effect, a plugin, a regen potion, plugin, withering, a potion, wither spawn, a healing potion, ender crystal, magic regen, wither, peaceful regen
Since: 2.5
The health regain reason in a heal event.

Examples:

Missing examples.

Input Key

🔗

Type

Patterns:
  • left movement key, forward movement key, right movement key, backward key, left key, sprint key, forward key, right key, jumping key, sneaking key, jump key, sneak key, sprinting key, backward movement key
Since: 2.10
Requirements: Minecraft 1.21.3+
Represents a movement input key that is pressed by a player.

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:

Missing examples.

Inventory Action

🔗

Type

Patterns:
  • drop stack from slot, swap items with hotbar, pickup all into bundle, place items from bundle, swap cursor stack, pickup single item, pickup some, drop all from cursor, move to other inventory, drop cursor stack, pickup all items into bundle, pickup from bundle, pickup all, place some into bundle, swap with hotbar, nothing, drop all from slot, swap cursor, drop cursor, place from bundle, pickup all items, drop slot item, place all, drop cursor item, drop slot stack, drop single item from slot, swap with cursor, place some, pickup one item, drop single item from cursor, pickup some items into bundle, collect items to cursor, unknown, clone stack, drop stack from cursor, drop one item from slot, pickup some into bundle, drop one item from cursor, unsupported, do nothing, place some items into bundle, drop one from cursor, pickup half, drop items from slot, swap stack with cursor, place all items, place all items into bundle, collect to cursor, pickup some items, drop slot, drop items from cursor, hotbar move and readd, shift move, custom, place all into bundle, pickup single, pickup items from bundle, place one item, hotbar swap items, drop one from slot, place some items, place one, pickup half stack, instant move, hotbar swap
Since: 2.2-dev16
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.

Examples:

Missing examples.

Inventory Close Reasons

🔗

Type

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

Examples:

Missing examples.

Inventory Type

🔗

Type

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

Examples:

Missing examples.

Item

🔗

Type

Patterns:
  • [ [of]] [of ], Where must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')
Since: 1.0
An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike item type an item can only represent exactly one item (e.g. an upside-down cobblestone stair facing west), while an item type can represent a whole range of items (e.g. any cobble stone stairs regardless of direction).
You don't usually need this type except when you want to make a command that only accepts an exact item.
Please note that currently 'material' is exactly the same as 'item', i.e. can have an amount & enchantments.

Examples:

set {_item} to type of the targeted block
{_item} is a torch

Item Component

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.13
Requirements: Minecraft 1.21.2+
Represents an item component for items. i.e. equippable components.

Examples:

Missing examples.

Item Display Transforms

🔗

Type

Patterns:
  • first person left handed, left handed in first person, right handed in third person, first person left hand, no transform, the ground, third person right hand, third person right handed, right handed in first person, menu, head, third person left hand, first person right handed, first person right hand, fixed position, left handed in third person, gui, ground, fixed, third person left handed
Since: 2.10
Represents the transform setting of an item display.

Examples:

Missing examples.

Item Flag

🔗

Type

Patterns:
  • hide unbreakable, hide unbreakable status, hide destroys, hide additional tooltip, destroys hidden, hide enchants, stored enchantments hidden, hidden destroys, hidden stored enchants, dye hidden, stored enchants hidden, hidden enchants, hidden unbreakable status, hide armour trim, hidden stored enchantments, hide stored enchants, hide stored enchantments, hide attributes, hidden additional tooltip, hidden armor trim, hidden placed on, additional tooltip hidden, enchants hidden, enchantments hidden, attributes hidden, unbreakable status hidden, hidden dye color, hidden armour trim, unbreakable hidden, dye color hidden, hide enchantments, armour trim hidden, hidden unbreakable, hide dye color, hidden attributes, armor trim hidden, hide destroyable blocks, hide placed on, hidden dye, hide armor trim, hide breakable blocks, placed on hidden, hide dye
Since: 2.10
Represents flags that may be applied to hide certain attributes of an item.

Examples:

Missing examples.

Item Type

🔗

Type

Patterns:
  • [ [of]] [all/every] [of [] [,/and ]]
Since: 1.0
An item type is an alias that can result in different items when added to an inventory, and unlike items they are well suited for checking whether an inventory contains a certain item or whether a certain item is of a certain type.
An item type can also have one or more enchantments with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent all types that the alias represents, including data ranges.

Examples:

give 4 torches to the player
add oak slab to the inventory of the block
player's tool is a diamond sword of sharpness
block is dirt or farmland

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:

teleport player to location at 0, 69, 0
set {home::%uuid of player%} to location of the player

Loot Context

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Represents additional information a loot table can use to modify its generated loot.

Some loot tables will require some values (i.e. looter, location, looted entity) in a loot context when generating loot whereas others may not.
For example, the loot table of a simple dungeon chest will only require a location, whereas the loot table of a cow will require a looting player, looted entity, and location.
You can find more information about this in https://minecraft.wiki/w/Loot_context

Examples:

Missing examples.

Loot Table

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Loot tables represent what items should be in naturally generated containers, what items should be dropped when killing a mob, or what items can be fished.
You can find more information about this in https://minecraft.wiki/w/Loot_table

Examples:

Missing examples.

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

Minecraft Tag

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
A tag that classifies a material, or entity.

Examples:

Missing examples.

Money

🔗

Type

Patterns:
  • <number> $ or $ <number>, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'
Since: 2.0
Requirements: Vault, an economy plugin that supports Vault
A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance.

Examples:

add 10£ to the player's account
remove Fr. 9.95 from the player's money
set the victim's money to 0
increase the attacker's balance by the level of the victim * 100

Moon Phase

🔗

Type

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

Examples:

Missing examples.

Nameable

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.13
A variety of Bukkit types that can have names, such as entities and some blocks.

Examples:

Missing examples.

Node

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
A node (entry) from a script config file.
This may have navigable children.

Examples:

the current script

Number

🔗

Type

Patterns:
  • [-]###[.###] [e[+|-]###] [[in ](rad[ian][s]|deg[ree][s])]
Since: 1.0
A number, e.g. 2.5, 3, -9812454, 30 degrees or 3.14 radians.
Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error.
Radians will be converted to degrees.

Examples:

set the player's health to 5.5
set {_temp} to 2*{_temp} - 2.5
set {_angle} to 3.14 in radians # will be converted to degrees

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

🔗

New

Type

Patterns:
  • crimson spore particle
  • dripping obsidian tear particles
  • dripping water particle
  • an cobweb item particle¦s
  • sweep attack particle
  • sculk soul particle
  • an slime item particle¦s
  • dripstone dripping water particle
  • white ash particles
  • a wax on particle¦s
  • campfire cosy smoke particles
  • reverse portal particles
  • elder guardian particles
  • smoke particles
  • large smoke particle
  • a soul particle¦s
  • an ominous spawning particle¦s
  • small flame particles
  • a dripping water particle¦s
  • dripping honey particles
  • enchanting particle
  • a vault connection particle¦s
  • composter particles
  • damage indicator particle
  • an snowball item particle¦s
  • snowflake particle
  • bubble pop particle
  • campfire cosy smoke particle
  • dust plume particles
  • splash particle
  • dripstone dripping lava particle
  • infested particle
  • warped spore particle
  • a dust plume particle¦s
  • sculk charge pop particle
  • a falling lava particle¦s
  • a scrape particle¦s
  • angry villager particle
  • enchanted hit particle
  • a dripstone dripping lava particle¦s
  • infested particles
  • firefly particle
  • explosion particles
  • small gust particles
  • a smoke particle¦s
  • enchanting particles
  • ominous spawning particles
  • white smoke particle
  • crit particle
  • spit particle
  • nautilus particles
  • falling obsidian tear particle
  • a small gust emitter particle¦s
  • cherry leaves particle
  • composter particle
  • a cherry leaves particle¦s
  • a large smoke particle¦s
  • a note particle¦s
  • ominous trial spawner detection particle
  • a dripping honey particle¦s
  • a trial spawner detection particle¦s
  • a trial omen particle¦s
  • underwater particles
  • a crit particle¦s
  • poof particle
  • downward current particle
  • glow particles
  • damage indicator particles
  • vault connection particle
  • falling honey particle
  • totem of undying particles
  • a glow squid ink particle¦s
  • a splash particle¦s
  • sneeze particles
  • small gust particle
  • ominous spawning particle
  • an electric spark particle¦s
  • crimson spore particles
  • pale oak leaves particles
  • a large gust emitter particle¦s
  • dripping water particles
  • a bubble particle¦s
  • bubble column particles
  • smoke particle
  • dolphin particle
  • a totem of undying particle¦s
  • an angry villager particle¦s
  • a sonic boom particle¦s
  • a copper flame particle¦s
  • sculk charge pop particles
  • large gust emitter particle
  • underwater particle
  • falling dripstone water particle
  • an end rod particle¦s
  • a warped spore particle¦s
  • falling nectar particle
  • an elder guardian particle¦s
  • trial spawner detection particle
  • a crimson spore particle¦s
  • a white ash particle¦s
  • a composter particle¦s
  • an enchanting particle¦s
  • a small flame particle¦s
  • a rain particle¦s
  • falling dripstone water particles
  • a landing honey particle¦s
  • campfire signal smoke particle
  • landing lava particles
  • cloud particle
  • explosion particle
  • happy villager particles
  • snowball item particles
  • a sweep attack particle¦s
  • note particle
  • a sculk soul particle¦s
  • a campfire cosy smoke particle¦s
  • fishing particles
  • portal particle
  • heart particles
  • witch particle
  • ash particles
  • a mycelium particle¦s
  • ash particle
  • wax on particle
  • cobweb item particle
  • a cloud particle¦s
  • a heart particle¦s
  • small gust emitter particle
  • a bubble column particle¦s
  • bubble pop particles
  • a landing obsidian tear particle¦s
  • copper flame particles
  • a happy villager particle¦s
  • lava particles
  • a falling dripstone lava particle¦s
  • falling lava particles
  • spore blossom air particle
  • nautilus particle
  • a sculk charge pop particle¦s
  • a witch particle¦s
  • falling water particles
  • scrape particles
  • a small gust particle¦s
  • a ominous trial spawner detection particle¦s
  • a white smoke particle¦s
  • campfire signal smoke particles
  • happy villager particle
  • a fishing particle¦s
  • wax on particles
  • sonic boom particles
  • a portal particle¦s
  • dust plume particle
  • landing honey particle
  • trial omen particle
  • rain particle
  • bubble particle
  • an infested particle¦s
  • an explosion particle¦s
  • small gust emitter particles
  • angry villager particles
  • scrape particle
  • a falling water particle¦s
  • dripstone dripping water particles
  • a bubble pop particle¦s
  • falling obsidian tear particles
  • spore blossom air particles
  • dripstone dripping lava particles
  • snowball item particle
  • a snowflake particle¦s
  • sonic boom particle
  • falling dripstone lava particle
  • a squid ink particle¦s
  • dripping lava particles
  • a soul fire flame particle¦s
  • wax off particle
  • falling nectar particles
  • dripping obsidian tear particle
  • electric spark particle
  • firefly particles
  • electric spark particles
  • a firework particle¦s
  • bubble particles
  • cloud particles
  • a campfire signal smoke particle¦s
  • falling spore blossom particles
  • a spore blossom air particle¦s
  • landing obsidian tear particle
  • portal particles
  • a dolphin particle¦s
  • soul particles
  • dripping lava particle
  • a sneeze particle¦s
  • raid omen particles
  • witch particles
  • an explosion emitter particle¦s
  • a downward current particle¦s
  • egg crack particles
  • glow squid ink particles
  • an ash particle¦s
  • note particles
  • rain particles
  • fishing particle
  • enchanted hit particles
  • a flame particle¦s
  • raid omen particle
  • egg crack particle
  • a reverse portal particle¦s
  • an enchanted hit particle¦s
  • pale oak leaves particle
  • slime item particles
  • a pale oak leaves particle¦s
  • a falling honey particle¦s
  • an egg crack particle¦s
  • flame particles
  • splash particles
  • falling honey particles
  • dripping honey particle
  • copper flame particle
  • flame particle
  • a gust particle¦s
  • explosion emitter particles
  • downward current particles
  • cobweb item particles
  • a poof particle¦s
  • soul fire flame particle
  • landing obsidian tear particles
  • white smoke particles
  • a falling obsidian tear particle¦s
  • a dripstone dripping water particle¦s
  • large gust emitter particles
  • a falling spore blossom particle¦s
  • large smoke particles
  • heart particle
  • spit particles
  • dolphin particles
  • a landing lava particle¦s
  • glow squid ink particle
  • falling dripstone lava particles
  • a underwater particle¦s
  • trial omen particles
  • a dripping lava particle¦s
  • a raid omen particle¦s
  • reverse portal particle
  • a dripping obsidian tear particle¦s
  • bubble column particle
  • a falling dripstone water particle¦s
  • crit particles
  • explosion emitter particle
  • a glow particle¦s
  • firework particle
  • falling lava particle
  • a wax off particle¦s
  • landing honey particles
  • a firefly particle¦s
  • soul fire flame particles
  • mycelium particles
  • sculk soul particles
  • a nautilus particle¦s
  • a damage indicator particle¦s
  • end rod particles
  • ominous trial spawner detection particles
  • squid ink particle
  • totem of undying particle
  • sweep attack particles
  • falling water particle
  • sneeze particle
  • warped spore particles
  • white ash particle
  • small flame particle
  • end rod particle
  • a spit particle¦s
  • slime item particle
  • firework particles
  • elder guardian particle
  • landing lava particle
  • squid ink particles
  • glow particle
  • mycelium particle
  • vault connection particles
  • soul particle
  • trial spawner detection particles
  • gust particle
  • falling spore blossom particle
  • cherry leaves particles
  • a lava particle¦s
  • wax off particles
  • snowflake particles
  • a falling nectar particle¦s
  • gust particles
  • lava particle
  • poof particles
Since: 2.14
Various particles.

Examples:

Missing examples.

Pig Variant

🔗

Type

Patterns:
  • cold, temperate, warm
Since: 2.12
Requirements: Minecraft 1.21.5+
Represents the variant of a pig entity.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'.

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: and . 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;amp;amp;lt;none&amp;amp;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 Event Action

🔗

New

Type

Patterns:
  • add, removed, added, change, clear, removal, cleared, remove, changed
Since: 2.14
Represents the action being performed in an 'entity potion effect' event.
'added' indicates the entity does not already have a potion effect of the event potion effect type.
'changed' indicates the entity already has a potion effect of the event potion effect type, but some property about the potion effect is changing.
'cleared' indicates that the effect is being removed because all of the entity's effects are being removed.
'removed' indicates that the event potion effect type has been specifically removed from the entity.

Examples:

on entity potion effect:     if the event-potion effect action is removal:         message "One of your existing potion effects was removed!"

Potion Effect Event Cause

🔗

Type

Patterns:
  • patrol captain, axolotl, death, removal by resurrection, beacon effect, potion drunk, illusion, unknown, drinking potion, expired, pillager captain, attack, villager trade, nautilus potion causes, spawned spider, wither rose infliction, conversion, enter area effect cloud, conduit effect, command, food, drinking milk, plugin, converted, spider spawn, splash potion, warden, expiration, potion splash, dolphin boost, arrow infliction, turtle helmet effect
Since: 2.10
Represents the cause of an 'entity potion effect' event. For example, an arrow hitting an entity or a command being executed.

Examples:

on entity potion effect:     if the event-potion effect cause is arrow affliction:         message "You were hit by a tipped arrow!"

Potion Effect Type

🔗

Type

Patterns:
  • absorption, bad luck, bad omen, blindness, breath of the nautilus, conduit power, confusion, damage, damage resistance, darkness, dolphin's grace, dolphins grace, fast digging, fast mining, fire immunity, fire resistance, floating, glowing, haste, health, health boost, hero of the village, hunger, increase damage, increased damage, infested, instant damage, instant health, invisibility, jump, jump boost, levitation, luck, max health boost, maximum health boost, mining fatigue, nausea, night vision, oozing, poison, raid omen, reduce damage, reduced damage, regeneration, resistance, saturation, slow, slow digging, slow fall, slow falling, slow mining, slowness, speed, strength, swiftness, trial omen, unluck, water breathing, weakness, weaving, wind charged, wither, wither effect, wither potion effect
Since: 2.0 beta 3
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

Potion Effect Type Category

🔗

New

Type

Patterns:
  • beneficial, neutral, harmful
Since: 2.14
Represents the type of effect a potion effect type has on an entity.

Examples:

Missing examples.

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

Quaternion

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
Quaternions are four dimensional vectors, often used for representing rotations.

Examples:

Missing examples.

Queue

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
A queued list of values. Entries are removed from a queue when they are queried.

Examples:

set {queue} to a new queue
add "hello" to {queue}
broadcast the 1st element of {queue}

Quit Reason

🔗

Type

Patterns:
  • disconnected, erroneous state, kicked, quit, timed out, erroneous
Since: 2.8.0
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.

Resource Pack State

🔗

Type

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

Examples:

Missing examples.

Respawn Reason

🔗

New

Type

Patterns:
  • death, plugin, end portal
Since: 2.14
The respawn reason in a respawn event.

Examples:

Missing examples.

Scalable Particle Effect

🔗

New

Type

Patterns:
  • Missing patterns.
Since: 2.14
A particle effect which can be scaled up or down.

Examples:

Missing examples.

Script

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10
A script loaded by Skript.
Disabled scripts will report as being empty since their content has not been loaded.

Examples:

the current script

Server Icon

🔗

Type

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

Examples:

Missing examples.

Slot

🔗

Type

Patterns:
  • Missing patterns.
Since: Unknown
Represents a single slot of an inventory. Notable slots are the armour slots and furnace slots.
The most important property that distinguishes a slot from an item is its ability to be changed, e.g. it can be set, deleted, enchanted, etc. (Some item expressions can be changed as well, e.g. items stored in variables. For that matter: slots are never saved to variables, only the items they represent at the time when the variable is set).
Please note that tool can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot.

Examples:

set tool of player to dirt
delete helmet of the victim
set the color of the player's tool to green
enchant the player's chestplate with projectile protection 5

Sound Category

🔗

Type

Patterns:
  • hostile creatures category, speech category, records category, friendly creature category, noteblock category, hostile creature category, note block category, voice category, ambient category, ui, noteblocks category, note blocks category, weather category, block category, friendly mob category, jukebox category, hostile mob category, master category, master volume category, hostile category, record category, user interface, blocks category, environment category, jukeboxes category, player category, players category, hostile mobs category, friendly mobs category, music category, friendly creatures category, neutral 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:
  • dispense egg, egg, village defense, ocelot baby, silverfish trap, village invading, trap, dispensing egg, shoulder, drowned, metamorphosis, lightning, silverfish reveal, spell, built iron golem, natural, trial mob spawner, village invasion, frozen, mount, rehydration, build wither, built wither, iron golem defense, ender pearl, creature spawner, reinforcements, build snowman, build iron golem, rehydrated, breeding, raid, ominous item spawner, built copper golem, infection, customized, reanimate spawn reasons, potion effect, spawn egg, jockey, beehive, default, release from bucket, golem defense, patrol, slime split, infected, sheared, mob spawner, nether portal, trial spawner, shear, perching, custom, built snowman, chunk generation, breed, command, duplication, explosion, spawner, cured, enchantment, trial creature spawner, customised, piglin zombification, build copper golem
Since: 2.3
The spawn reason in a spawn event.

Examples:

Missing examples.

Teleport Cause

🔗

Type

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

Examples:

Missing examples.

Teleport Flag

🔗

Type

Patterns:
  • passengers, xyz velocity, z velocity, yaw velocity, inventory, pitch velocity, vehicle, opened inventory, open inventory, x velocity, passenger, pitch and yaw velocity, yaw and pitch velocity, directional velocity, y velocity
Since: 2.10
Teleport Flags are settings to retain during a teleport.

Examples:

Missing examples.

Text

🔗

Type

Patterns:
  • simple: "..."
  • quotes: "...""..."
  • expressions: "...%expression%..."
  • percent "...%%..."
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:
  • [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] ]
  • []##:##[.####] ([]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:
  • infection, magma slime split, villager infection, tadpole metamorphosis, drowning, creeper super charge, unknown, split, tadpole converting, metamorphosis, skeleton converting to stray, lightning, slime split, entity drowning, slime splitting, zombie drowning, zombie curing, skeleton freeze, entity freezing, zombie converting to drowned, curing, entity freeze, skeleton freezing, mooshroom shear, zombie cure, tadpole converting to frog, mooshroom shearing, magma slime splitting, piglin zombification
Since: 2.8.0
Represents a transform reason of an entity transform event.

Examples:

Missing examples.

Tree Type

🔗

Type

Patterns:
  • [any] , e.g. tree/any jungle tree/etc.
  • , e.g. red mushroom/small jungle tree/big regular tree/etc.
Since: Unknown
A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the generate tree effect.

Examples:

grow any regular tree at the block
grow a huge red mushroom above the block

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-', '-argument', 'loop-', 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: 2.11
UUIDs are unique identifiers that ensure things can be reliably distinguished from each other. They are generated in a way that makes it practically impossible for duplicates to occur.
Read more about UUIDs and how they are used in Minecraft in the wiki entry about UUIDs.

Examples:

Missing examples.

Unleash Reason

🔗

Type

Patterns:
  • player unleashed, distance, unleashed by player, player unleash, holder (gone|disappeared), unknown
Since: 2.10
Represents an unleash reason of an unleash event.

Examples:

Missing examples.

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.

Vehicle

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.10.2
Represents a vehicle.

Examples:

Missing examples.

Villager Career Change Reason

🔗

Type

Patterns:
  • losing job, employment
Since: 2.12
Represents a reason why a villager changed its career.

Examples:

Missing examples.

Villager Profession

🔗

Type

Patterns:
  • armorer, armorer profession, armourer, armourer profession, butcher, butcher profession, cartographer, cartographer profession, cleric, cleric profession, farmer, farmer profession, fisherman, fisherman profession, fletcher, fletcher profession, leatherworker, leatherworker profession, librarian, librarian profession, mason, mason profession, nitwit, nitwit profession, no profession, none, none profession, shepherd, shepherd profession, toolsmith, toolsmith profession, unemployed, weaponsmith, weaponsmith profession
Since: 2.10
Represents the different professions of villagers.

Examples:

Missing examples.

Villager Type

🔗

Type

Patterns:
  • desert, jungle, plains, savanna, snow, swamp, taiga
Since: 2.10
Represents the different types of villagers. These are usually the biomes a villager can be from.

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%"

Wolf Variant

🔗

Type

Patterns:
  • ashen, black, chestnut, pale, rusty, snowy, spotted, striped, woods
Since: 2.10
Requirements: Minecraft 1.21+
Represents the variant of a wolf entity.
NOTE: Minecraft namespaces are supported, ex: 'minecraft:ashen'.

Examples:

Missing examples.

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 Border

🔗

Type

Patterns:
  • Missing patterns.
Since: 2.11
Represents the border of a world or player.

Examples:

Missing examples.

World Environment

🔗

Type

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

Examples:

Missing examples.

Zombie Nautilus Variant

🔗

New

Type

Patterns:
  • temperate, warm
Since: 2.14
Represents the variant of a zombie nautilus.

Examples:

Missing examples.