Effects

Action Bar

🔗

Effect

Patterns:
  • send [the] action[ ]bar [with text] %text% [to %players%]
Since: 2.3
Sends an action bar message to the given player(s).

Examples:

send action bar "Hello player!" to player

Allow Aging

🔗

New

Effect

Patterns:
Since: 2.10.0
Sets whether or not living entities will be able to age.

Examples:

on spawn of animal:
    allow aging of entity

Apply Bone Meal

🔗

Effect

Patterns:
Since: 2.8.0
Requirements: MC 1.16.2+
Applies bone meal to a crop, sapling, or composter

Examples:

apply 3 bone meal to event-block

Ban

🔗

Effect

Patterns:
Since: 1.4, 2.1.1 (ban reason), 2.5 (timespan), 2.9.0 (kick)
Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied.

Note that banning people does not kick them from the server. You can optionally use 'and kick' or consider using the kick effect after applying a ban.

Examples:

unban player
ban "127.0.0.1"
IP-ban the player because "he is an idiot"
ban player due to "inappropriate language" for 2 days
ban and kick player due to "inappropriate language" for 2 days

Break Block

🔗

Effect

Patterns:
Since: 2.4
Breaks the block and spawns items as if a player had mined it

You can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone)

Examples:

on right click:
    break clicked block naturally
loop blocks in radius 10 around player:
    break loop-block using player's tool
loop blocks in radius 10 around player:
    break loop-block naturally using diamond pickaxe

Broadcast

🔗

Effect

Patterns:
Since: 1.0, 2.6 (broadcasting objects), 2.6.1 (using advanced formatting)
Broadcasts a message to the server.

Examples:

broadcast "Welcome %player% to the server!"
broadcast "Woah! It's a message!"

Cancel Active Item

🔗

Effect

Patterns:
  • (cancel|interrupt) [the] us[ag]e of %living entities%'[s] [active|current] item
Since: 2.8.0
Requirements: Paper 1.16+
Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow.

Examples:

on damage of player:
    if the victim's active tool is a bow:
        interrupt the usage of the player's active item

Cancel Command Cooldown

🔗

Effect

Patterns:
  • (cancel|ignore) [the] [current] [command] cooldown
  • un(cancel|ignore) [the] [current] [command] cooldown
Since: 2.2-dev34
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.

Examples:

command /nick <text>:
    executable by: players
    cooldown: 10 seconds
    trigger:
        if length of arg-1 is more than 16:
            # Makes it so that invalid arguments don't make you wait for the cooldown again
            cancel the cooldown
            send "Your nickname may be at most 16 characters."
            stop
        set the player's display name to arg-1

Cancel Drops

🔗

Effect

Patterns:
  • (cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])]
  • (cancel|clear|delete) [the] (item|[e]xp[erience]) drops
Since: 2.4
Usable in events: death, break / mine
Requirements: 1.12.2 or newer (cancelling item drops of blocks)
Cancels drops of items or experiences in a death or block break event. Please note that this doesn't keep items or experiences of a dead player. If you want to do that, use the Keep Inventory / Experience effect.

Examples:

on death of a zombie:
    if name of the entity is "&cSpecial":
        cancel drops of items

on break of a coal ore:
    cancel the experience drops

Cancel Event

🔗

Effect

Patterns:
  • cancel [the] event
  • uncancel [the] event
Since: 1.0
Cancels the event (e.g. prevent blocks from being placed, or damage being taken).

Examples:

on damage:
    victim is a player
    victim has the permission "skript.god"
    cancel the event

Change: Set/Add/Remove/Delete/Reset

🔗

Effect

Patterns:
Since: 1.0 (set, add, remove, delete), 2.0 (remove all)
A very general effect that can change many expressions. Many expressions can only be set and/or deleted, while some can have things added to or removed from them.

Examples:

# set:
Set the player's display name to "<red>%name of player%"
set the block above the victim to lava
# add:
add 2 to the player's health # preferably use '<a href='#EffHealth'>heal</a>' for this
add argument to {blacklist::*}
give a diamond pickaxe of efficiency 5 to the player
increase the data value of the clicked block by 1
# remove:
remove 2 pickaxes from the victim
subtract 2.5 from {points::%uuid of player%}
# remove all:
remove every iron tool from the player
remove all minecarts from {entitylist::*}
# delete:
delete the block below the player
clear drops
delete {variable}
# reset:
reset walk speed of player
reset chunk at the targeted block

Charge Entity

🔗

New

Effect

Patterns:
  • make %entities% [(un|not |non[-| ])](charged|powered)
  • [un](charge|power) %entities%
Since: 2.5, 2.10.0 (wither skulls)
Charges or uncharges a creeper or wither skull. A creeper is charged when it has been struck by lightning.

Examples:

on spawn of creeper:
    charge the event-entity

Color Items

🔗

Effect

Patterns:
Since: 2.0, 2.2-dev26 (maps and potions)
Colors items in a given color. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order (red, green, blue), where (0,0,0) is black and (255,255,255) is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect.

Examples:

dye player's helmet blue
color the player's tool red

Command

🔗

Effect

Patterns:
Since: 1.0, 2.8.0 (bungeecord command)
Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy.

Examples:

make player execute command "/home"
execute console command "/say Hello everyone!"
execute player bungeecord command "/alert &6Testing Announcement!"

Conditional / Unconditional

🔗

New

Effect

Patterns:
  • make command block[s] %blocks% [(un|not )]conditional
Since: 2.10.0
Sets whether the provided command blocks are conditional or not.

Examples:

make command block {_block} conditional
make command block {_block} unconditional if {_block} is conditional

Connect

🔗

New

Effect

Patterns:
Since: 2.3, 2.10.0 (transfer)
Connect a player to a server running on your proxy, or any server supporting transfers. Read below for more information. If the server is running Minecraft 1.20.5 or above, you may specify an IP and Port to transfer a player over to that server. When transferring players using an IP, the transfer will not complete if the `accepts-transfers` option isn't enabled in `server.properties` for the server specified. If the port is not provided, it will default to `25565`.

Examples:

connect all players to proxy server "hub"
transfer player to server "my.server.com"
transfer player to server "localhost" on port 25566

Continue

🔗

Effect

Patterns:
  • continue [this loop|[the] [current] loop]
  • continue [the] <-?\d+(_\d+)*>(st|nd|rd|th) loop
Since: 2.2-dev37, 2.7 (while loops), 2.8.0 (outer loops)
Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one.

Examples:

# Broadcast online moderators
loop all players:
    if loop-value does not have permission "moderator":
        continue # filter out non moderators
    broadcast "%loop-player% is a moderator!" # Only moderators get broadcast

# Game starting counter
set {_counter} to 11
while {_counter} > 0:
    remove 1 from {_counter}
    wait a second
    if {_counter} != 1, 2, 3, 5 or 10:
        continue # only print when counter is 1, 2, 3, 5 or 10
    broadcast "Game starting in %{_counter}% second(s)"

Copy Into Variable

🔗

Effect

Patterns:
Since: 2.8.0
Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. Note: Copying a value into a variable/list will overwrite the existing data.

Examples:

set {_foo::bar} to 1
set {_foo::sublist::foobar} to "hey"
copy {_foo::*} to {_copy::*}
broadcast indices of {_copy::*} # bar, sublist
broadcast {_copy::bar} # 1
broadcast {_copy::sublist::foobar} # "hey!"

Damage/Heal/Repair

🔗

Effect

Patterns:
Since: 1.0
Damage/Heal/Repair an entity, or item.

Examples:

damage player by 5 hearts
heal the player
repair tool of player

Delay

🔗

Effect

Patterns:
Since: 1.4
Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with ban player → wait 7 days → unban player will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays!

Examples:

wait 2 minutes
halt for 5 minecraft hours
wait a tick

Detonate Entities

🔗

New

Effect

Patterns:
Since: 2.10.0
Immediately detonates an entity. Accepted entities are fireworks, TNT minecarts, primed TNT, wind charges and creepers.

Examples:

detonate last launched firework

Do If

🔗

Effect

Patterns:
  • <.+> if <.+>
Since: 2.3
Execute an effect if a condition is true.

Examples:

on join:
    give a diamond to the player if the player has permission "rank.vip"

Drop

🔗

Effect

Patterns:
Since: 1.0
Drops one or more items.

Examples:

on death of creeper:
    drop 1 TNT

Enable/Disable/Reload Script File

🔗

Effect

Patterns:
  • ((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %text%
Since: 2.4
Enables, disables, or reloads a script file.

Examples:

reload script "test"
enable script file "testing"
unload script file "script.sk"

Enchant/Disenchant

🔗

Effect

Patterns:
Since: 2.0
Enchant or disenchant an existing item.

Examples:

enchant the player's tool with sharpness 5
disenchant the player's tool

Enforce Whitelist

🔗

Effect

Patterns:
  • [un]enforce [the] [server] white[ ]list
Since: 2.9.0
Requirements: MC 1.17+
Enforces or un-enforce a server's whitelist. All non-whitelisted players will be kicked upon enforcing the whitelist.

Examples:

enforce the whitelist
unenforce the whitelist

Entity Visibility

🔗

New

Effect

Patterns:
Since: 2.3, 2.10.0 (entities)
Requirements: Minecraft 1.19+ (entities)
Change visibility of the given entities for the given players. If no players are given, will hide the entities from all online players.

When reveal is used in combination of the hidden players expression and the viewers are not specified, this will default it to the given player in the hidden players expression.

Note: all previously hidden entities (including players) will be visible when a player leaves and rejoins.

Examples:

on spawn:
    if event-entity is a chicken:
        hide event-entity

reveal hidden players of players

Equip

🔗

Effect

Patterns:
Since: 1.0, 2.7 (multiple entities, unequip)
Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing.

Examples:

equip player with diamond helmet
equip player with all diamond armor
unequip diamond chestplate from player
unequip all armor from player
unequip player's armor

Exit

🔗

Effect

Patterns:
  • (exit|stop) [trigger]
  • (exit|stop) [1|a|the|this] (section|loop|conditional)
  • (exit|stop) <-?\d+(_\d+)*> (section|loop|conditional)s
  • (exit|stop) all (section|loop|conditional)s
Since: unknown (before 2.1)
Exits a given amount of loops and conditionals, or the entire trigger.

Examples:

if player has any ore:
    stop
message "%player% has no ores!"
loop blocks above the player:
    loop-block is not air:
        exit 2 sections
    set loop-block to water

Explode Creeper

🔗

Effect

Patterns:
Since: 2.5
Requirements: Paper 1.13 or newer/Spigot 1.14 or newer. Ignition can be stopped on Paper 1.13 or newer.
Starts the explosion process of a creeper or instantly explodes it.

Examples:

start explosion of the last spawned creeper
stop ignition of the last spawned creeper

Explosion

🔗

Effect

Patterns:
Since: 1.0
Creates an explosion of a given force. The Minecraft Wiki has an article on explosions which lists the explosion forces of TNT, creepers, etc. Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0. Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks.

Examples:

create an explosion of force 10 at the player
create an explosion of force 0 at the victim

Feed

🔗

Effect

Patterns:
Since: 2.2-dev34
Feeds the specified players.

Examples:

feed all players
feed the player by 5 beefs

Force Attack

🔗

Effect

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.15.2+
Makes a living entity attack an entity with a melee attack.

Examples:

spawn a wolf at player's location
make last spawned wolf attack player

Force Respawn

🔗

Effect

Patterns:
Since: 2.2-dev21
Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt.

Examples:

on death of player:
    force event-player to respawn

Handedness

🔗

Effect

Patterns:
Since: 2.8.0
Requirements: Paper 1.17.1+
Make mobs left or right-handed. This does not affect players.

Examples:

spawn skeleton at spawn of world "world":
    make entity left handed

make all zombies in radius 10 of player right handed

Hide Player from Server List

🔗

Effect

Patterns:
  • hide %players% (in|on|from) [the] server list
  • hide %players%'[s] info[rmation] (in|on|from) [the] server list
Since: 2.3
Hides a player from the hover list and decreases the online players count (only if the player count wasn't changed before).

Examples:

on server list ping:
    hide {vanished::*} from the server list

Ignite/Extinguish

🔗

Effect

Patterns:
Since: 1.4
Lights entities on fire or extinguishes them.

Examples:

ignite the player
extinguish the player

Item Tooltips

🔗

Effect

Patterns:
  • (show|reveal|hide) %item types%'[s] [entire|additional] tool[ ]tip
  • (show|reveal|hide) [the] [entire|additional] tool[ ]tip of %item types%
Since: 2.9.0
Requirements: Spigot 1.20.5+
Show or hide the tooltip of an item. If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it. If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden.

Examples:

hide the entire tooltip of player's tool
hide {_item}'s additional tool tip

Keep Inventory / Experience

🔗

Effect

Patterns:
  • keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]
  • keep [the] [e]xp[erience][s] [point[s]] [(and (inventory|items))]
Since: 2.4
Usable in events: death
Keeps the inventory or/and experiences of the dead player in a death event.

Examples:

on death of a player:
    if the victim is an op:
        keep the inventory and experiences

Kick

🔗

Effect

Patterns:
  • kick %players% [(by reason of|because [of]|on account of|due to) %text%]
Since: 1.0
Kicks a player from the server.

Examples:

on place of TNT, lava, or obsidian:
    kick the player due to "You may not place %block%!"
    cancel the event

Kill

🔗

Effect

Patterns:
Since: 1.0
Kills an entity. Note: This effect does not set the entity's health to 0 (which causes issues), but damages the entity by 100 times its maximum health.

Examples:

kill the player
kill all creepers in the player's world
kill all endermen, witches and bats

Knockback

🔗

Effect

Patterns:
Since: 2.7
Requirements: Paper 1.19.2+
Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in.

Examples:

knockback player north
knock victim (vector from attacker to victim) with strength 10

Launch firework

🔗

Effect

Patterns:
Since: 2.4
Launch firework effects at the given location(s).

Examples:

launch ball large colored red, purple and white fading to light green and black at player's location with duration 1

Leash entities

🔗

Effect

Patterns:
Since: 2.3
Leash living entities to other entities. When trying to leash an Ender Dragon, Wither, Player, or a Bat, this effect will not work. See Spigot's Javadocs for more info.

Examples:

on right click:
    leash event-entity to player
    send "&aYou leashed &2%event-entity%!" to player

Lightning

🔗

Effect

Patterns:
Since: 1.4
Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires.

Examples:

strike lightning at the player
strike lightning effect at the victim

Load Server Icon

🔗

Effect

Patterns:
  • load [the] server icon (from|of) [the] [image] [file] %text%
Since: 2.3
Requirements: Paper 1.12.2 or newer
Loads server icons from the given files. You can get the loaded icon using the last loaded server icon expression. Please note that the image must be 64x64 and the file path starts from the server folder.

Examples:

on load:
    clear {server-icons::*}
    loop 5 times:
        load server icon from file "icons/%loop-number%.png"
        add the last loaded server icon to {server-icons::*}

on server list ping:
    set the icon to a random server icon out of {server-icons::*}

Load World

🔗

Effect

Patterns:
  • load [[the] world[s]] %texts% [with environment %environment%]
  • unload [[the] world[s]] %worlds% [without saving]
Since: 2.8.0
Load your worlds or unload your worlds The load effect will create a new world if world doesn't already exist. When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment

Examples:

load world "world_nether" with environment nether
load the world "myCustomWorld"
unload "world_nether"
unload "world_the_end" without saving
unload all worlds

Locally Suppress Warning

🔗

Effect

Patterns:
  • [local[ly]] suppress [the] (conflict|variable save|[missing] conjunction|starting [with] expression[s]|deprecated syntax|unreachable code) warning[s]
Since: 2.3
Suppresses target warnings from the current script.

Examples:

locally suppress missing conjunction warnings
suppress the variable save warnings

Log

🔗

Effect

Patterns:
  • log %texts% [(to|in) [file[s]] %texts%] [with [the|a] severity [of] (warning|severe)]
Since: 2.0, 2.9.0 (severities)
Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [<script>.sk] <message>' in the server log.

Examples:

on join:
    log "%player% has just joined the server!"
on world change:
    log "Someone just went to %event-world%!" to file "worldlog/worlds.log"
on command:
    log "%player% just executed %full command%!" to file "server/commands.log" with a severity of warning

Look At

🔗

Effect

Patterns:
Since: 2.7
Requirements: Paper 1.17+, Paper 1.19.1+ (Players & Look Anchors)
Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50.

Examples:

force the player to look towards event-entity's feet

on entity explosion:
    set {_player} to the nearest player
    {_player} is set
    distance between {_player} and the event-location is less than 15
    make {_player} look towards vector from the {_player} to location of the event-entity

force {_enderman} to face the block 3 meters above {_location} at head rotation speed 100.5 and max head pitch -40

Make Adult/Baby

🔗

New

Effect

Patterns:
Since: 2.10.0
Force a animal to become an adult or baby.

Examples:

on spawn of mob:
    entity is not an adult
    make entity an adult

Make Breedable

🔗

New

Effect

Patterns:
Since: 2.10.0
Sets whether or not entities will be able to breed. Only works on animals.

Examples:

on spawn of animal:
    make entity unbreedable

Make Egg Hatch

🔗

Effect

Patterns:
  • make [the] egg [not] hatch
Since: 2.7
Usable in events: Egg Throw
Makes the egg hatch in a Player Egg Throw event.

Examples:

on player egg throw:
    # EGGS FOR DAYZ!
    make the egg hatch

Make Fire Resistant

🔗

Effect

Patterns:
  • make %item types% [not] (fire resistant|resistant to fire)
Since: 2.9.0
Requirements: Spigot 1.20.5+
Makes items fire resistant.

Examples:

make player's tool fire resistant:
make {_items::*} not resistant to fire

Make Fly

🔗

Effect

Patterns:
Since: 2.2-dev34
Forces a player to start/stop flying.

Examples:

make player fly
force all players to stop flying

Make Incendiary

🔗

Effect

Patterns:
  • make %entities% [not] incendiary
  • make %entities%'[s] explosion [not] (incendiary|fiery)
  • make [the] [event(-| )]explosion [not] (incendiary|fiery)
Since: 2.5
Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event.

Examples:

on explosion prime:
    make the explosion fiery

Make Invisible

🔗

Effect

Patterns:
Since: 2.7
Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles. When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility.

Examples:

make target entity invisible

Make Invulnerable

🔗

Effect

Patterns:
  • make %entities% (invulnerable|invincible)
  • make %entities% (not (invulnerable|invincible)|vulnerable|vincible)
Since: 2.5
Makes an entity invulnerable/not invulnerable.

Examples:

make target entity invulnerable

Make Say

🔗

Effect

Patterns:
Since: 2.3
Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command.

Examples:

make the player say "Hello."
force all players to send the message "I love this server"

Make Sign Glow

🔗

Effect

Patterns:
Since: 2.8.0
Makes a sign (either a block or item) have glowing text or normal text

Examples:

make target block of player have glowing text

Message

🔗

Effect

Patterns:
Since: 1.0, 2.2-dev26 (advanced features), 2.5.2 (optional sender), 2.6 (sending objects)
Requirements: Minecraft 1.16.4+ for optional sender
Sends a message to the given player. Only styles written in given string or in formatted expressions will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player.

Examples:

message "A wild %player% appeared!"
message "This message is a distraction. Mwahaha!"
send "Your kill streak is %{kill streak::%uuid of player%}%." to player
if the targeted entity exists:
    message "You're currently looking at a %type of the targeted entity%!"
on chat:
    cancel event
    send "[%player%] >> %message%" to all players from player

Open Book

🔗

Effect

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.14.2+
Opens a written book to a player.

Examples:

open book player's tool to player

Open/Close Inventory

🔗

Effect

Patterns:
  • (open|show) (((crafting [table]|workbench)|chest|anvil|hopper|dropper|dispenser) [(view|window|inventory)]|%inventory/inventory type%) (to|for) %players%
  • close [the] inventory [view] (to|of|for) %players%
  • close %players%'[s] inventory [view]
Since: 2.0, 2.1.1 (closing), 2.2-Fixes-V10 (anvil), 2.4 (hopper, dropper, dispenser
Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future.

Examples:

show the victim's inventory to the player
open the player's inventory for the player

Open/Close Lid

🔗

New

Effect

Patterns:
  • (open|close) [the] lid[s] (of|for) %blocks%
  • (open|close) %blocks%'[s] lid[s]
Since: 2.10.0
Open or close the lid of the block(s).

Examples:

open the lid of {_chest}
close the lid of {_blocks::*}

Pathfind

🔗

Effect

Patterns:
Since: 2.7
Requirements: Paper
Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target.

Examples:

make all creepers pathfind towards player
make all cows stop pathfinding
make event-entity pathfind towards player at speed 1

Play Effect

🔗

Effect

Patterns:
Since: 2.1
Plays a visual effect at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players.

Examples:

play wolf hearts on the clicked wolf
show mob spawner flames at the targeted block to the player

Play Sound

🔗

Effect

Patterns:
Since: 2.2-dev28, 2.4 (sound categories), 2.9 (sound seed & entity emitter)
Requirements: Minecraft 1.18.1+ (entity emitters), Paper 1.19.4+ or Adventure API 4.12.0+ (sound seed)
Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default.

When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving. If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume are reflected based on the entity, and Minecraft may not use the values from this syntax.

If using Paper 1.19.4+ or Adventure API 4.12.0+ you can utilize sound seeds. Minecraft sometimes have a set of sounds under one sound ID that will randomly play, to counter this, you can directly state which seed to use.

Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.

Examples:

play sound "block.note_block.pling"
play sound "entity.experience_orb.pickup" with volume 0.5 to the player
play sound "custom.music.1" in jukebox category at {speakerBlock}
play sound "BLOCK_AMETHYST_BLOCK_RESONATE" with seed 1 on target entity for the player #1.20.1+

Player Info Visibility

🔗

Effect

Patterns:
  • hide [all] player [related] info[rmation] [(in|on|from) [the] server list]
  • (show|reveal) [all] player [related] info[rmation] [(in|to|on|from) [the] server list]
Since: 2.3
Usable in events: server list ping
Requirements: Paper 1.12.2 or newer
Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the hover hist when hiding player info. The version string can override the ???. Also the Online Players Count and Max Players expressions will return -1 when hiding player info.

Examples:

hide player info
hide player related information in the server list
reveal all player related info

Poison/Cure

🔗

Effect

Patterns:
Since: 1.3.2
Poison or cure a creature.

Examples:

poison the player
poison the victim for 20 seconds
cure the player from poison

Potion Effects

🔗

Effect

Patterns:
Since: 2.0, 2.2-dev27 (ambient and particle-less potion effects), 2.5 (replacing existing effect), 2.5.2 (potion effects), 2.7 (icon and infinite)
Apply or remove potion effects to/from entities.

Examples:

apply ambient swiftness 2 to the player
remove haste from the victim

on join:
    apply infinite potion of strength of tier {strength::%uuid of player%} to the player
    apply potion of strength of tier {strength::%uuid of player%} to the player for 999 days # Before 1.19.4

apply potion effects of player's tool to player
apply haste potion of tier 3 without any particles whilst hiding the potion icon to the player # Hide potions

Push

🔗

Effect

Patterns:
Since: 1.4.6
Push entities around.

Examples:

push the player upwards
push the victim downwards at speed 0.5

PvP

🔗

Effect

Patterns:
Since: 1.3.4
Set the PvP state for a given world.

Examples:

enable PvP #(current world only)
disable PvP in all worlds

Replace

🔗

Effect

Patterns:
Since: 2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)
Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a message or a line of a sign.

Examples:

replace "<item>" in {textvar} with "%item%"
replace every "&" with "§" in line 1
# The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well:
on chat:
    replace all "kys", "idiot" and "noob" with "****" in the message

replace all stone and dirt in player's inventory and player's top inventory with diamond

Return

🔗

Effect

Patterns:
Since: 2.2, 2.8.0 (returns aliases)
Makes a trigger or a section (e.g. a function) return a value

Examples:

function double(i: number) :: number:
    return 2 * {_i}

function divide(i: number) returns number:
    return {_i} / 2

Ring Bell

🔗

Effect

Patterns:
Since: 2.9.0
Requirements: Spigot 1.19.4+
Causes a bell to ring. Optionally, the entity that rang the bell and the direction the bell should ring can be specified. A bell can only ring in two directions, and the direction is determined by which way the bell is facing. By default, the bell will ring in the direction it is facing.

Examples:

make player ring target-block

Rotate

🔗

New

Effect

Patterns:
Since: 2.2-dev28, 2.10.0 (quaternions, displays)
Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.

Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set.

Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last.

Examples:

rotate {_quaternion} around x axis by 10 degrees
rotate last spawned block display around y axis by 10 degrees
rotate {_vector} around vector(1, 1, 1) by 45
rotate {_quaternion} by x 45, y 90, z 135

Save World

🔗

Effect

Patterns:
  • save [[the] world[s]] %worlds%
Since: 2.8.0
Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze.

Examples:

save "world_nether"
save all worlds

Send Block Change

🔗

Effect

Patterns:
Since: 2.2-dev37c, 2.5.1 (block data support)
Makes a player see a block as something it really isn't. BlockData support is only for MC 1.13+

Examples:

make player see block at player as dirt
make player see target block as campfire[facing=south]

Send Resource Pack

🔗

Effect

Patterns:
  • send [the] resource pack [from [[the] URL]] %text% to %players%
  • send [the] resource pack [from [[the] URL]] %text% with hash %text% to %players%
Since: 2.4
Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.

The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using this online tool.

The resource pack request action can be used to check status of the sent resource pack request.

Examples:

on join:
    send the resource pack from "URL" with hash "hash" to the player

Shear

🔗

Effect

Patterns:
Since: 2.0 (cows, sheep & snowmen), 2.8.0 (all shearable entities)
Requirements: Paper 1.19.4+ (all shearable entities)
Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'.

Please note that..:

- If your server is not running with Paper 1.19.4 or higher, this effect will only change its 'shear state', and the 'force' effect is unavailable

- Force-shearing or un-shearing on a sheared mushroom cow is not possible

Examples:

on rightclick on a sheep holding a sword:
    shear the clicked sheep
    chance of 10%
    force shear the clicked sheep

Shoot

🔗

Effect

Patterns:
Since: 1.4
Shoots a projectile (or any other entity) from a given entity.

Examples:

shoot an arrow
make the player shoot a creeper at speed 10
shoot a pig from the creeper

Silence Entity

🔗

Effect

Patterns:
Since: 2.5
Controls whether or not an entity is silent.

Examples:

make target entity silent

Sort

🔗

New

Effect

Patterns:
  • sort %~objects% [in (descending|ascending) order] [(by|based on) <.+>]
Since: 2.9.0, 2.10.0 (sort order)
Sorts a list variable using either the natural ordering of the contents or the results of the given expression. Be warned, this will overwrite the indices of the list variable.

When using the full sort %~objects% (by|based on) <expression> pattern, the input expression can be used to refer to the current item being sorted. (See input expression for more information.)

Examples:

set {_words::*} to "pineapple", "banana", "yoghurt", and "apple"
sort {_words::*} # alphabetical sort
sort {_words::*} by length of input # shortest to longest
sort {_words::*} in descending order by length of input # longest to shortest
sort {_words::*} based on {tastiness::%input%} # sort based on custom value

Stop Server

🔗

Effect

Patterns:
  • (stop|shut[ ]down) [the] server
  • restart [the] server
Since: 2.5
Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead.

Examples:

stop the server
restart server

Stop Sound

🔗

Effect

Patterns:
Since: 2.4, 2.7 (stop all sounds)
Requirements: MC 1.17.1 (stop all sounds)
Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category.

Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.

Examples:

stop sound "block.chest.open" for the player
stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player
stop all sounds for all players
stop sound in the record category

Swing Hand

🔗

Effect

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.15.2+
Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand.

Examples:

make player swing their main hand

Tame / Untame

🔗

New

Effect

Patterns:
Since: 2.10.0
Tame a tameable entity (horse, parrot, cat, etc.).

Examples:

tame {_horse}
untame {_horse}

Teleport

🔗

Effect

Patterns:
Since: 1.0
Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks.

Examples:

teleport the player to {homes::%player%}
teleport the attacker to the victim

Text Display Drop Shadow

🔗

New

Effect

Patterns:
  • (apply|add) (drop|text) shadow to [[the] text of] %displays%
  • (apply|add) (drop|text) shadow to %displays%'[s] text
  • (remove|clear) (drop|text) shadow from [[the] text of] %displays%
  • (remove|clear) (drop|text) shadow from %displays%'[s] text
Since: 2.10.0
Applies or removes drop shadow from the displayed text on a text display.

Examples:

apply drop shadow to last spawned text display
if {_display} has drop shadow:
    remove drop shadow from the text of {_display}

Text Display See Through Blocks

🔗

New

Effect

Patterns:
  • make %displays% visible through (blocks|walls)
  • force %displays% to be visible through (blocks|walls)
  • (prevent|block) %displays% from being (visible|seen) through (blocks|walls)
Since: 2.10.0
Forces a text display to either be or not be visible through blocks.

Examples:

force last spawned text display to be visible through walls
prevent all text displays from being visible through walls

Title - Reset

🔗

Effect

Patterns:
  • reset [the] title[s] [of %players%]
  • reset [the] %players%'[s] title[s]
Since: 2.3
Resets the title of the player to the default values.

Examples:

reset the titles of all players
reset the title

Title - Send

🔗

Effect

Patterns:
Since: 2.3
Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above.

If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: send title " " with subtitle "yourtexthere" to player.

Note: if no input is given for the times, it will keep the ones from the last title sent, use the reset title effect to restore the default values.

Examples:

send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds
send title "Hi %player%" to player
send title "Loot Drop" with subtitle "starts in 3 minutes" to all players
send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second
send subtitle "Party!" to all players

Toggle

🔗

Effect

Patterns:
  • (close|turn off|de[-]activate) %blocks%
  • (toggle|switch) [[the] state of] %blocks%
  • (open|turn on|activate) %blocks%
Since: 1.4
Toggle the state of a block.

Examples:

# use arrows to toggle switches, doors, etc.
on projectile hit:
    projectile is arrow
    toggle the block at the arrow

Toggle Flight

🔗

Effect

Patterns:
  • (allow|enable) (fly|flight) (for|to) %players%
  • (disallow|disable) (fly|flight) (for|to) %players%
Since: 2.3
Toggle the flight mode of a player.

Examples:

allow flight to event-player

Toggle Picking Up Items

🔗

Effect

Patterns:
Since: 2.8.0
Determines whether living entities are able to pick up items or not

Examples:

forbid player from picking up items
send "You can no longer pick up items!" to player

on drop:
    if player can't pick    up items:
        allow player to pick up items

Tree

🔗

Effect

Patterns:
Since: 1.0
Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path.

Examples:

grow a tall redwood tree above the clicked block

Vehicle

🔗

Effect

Patterns:
  • (make|let|force) %entities% [to] (ride|mount) [(in|on)] %entities/entity types%
  • (make|let|force) %entities% [to] (dismount|(dismount|leave) [(from|of)] [(any|the[ir]|his|her)] vehicle[s])
  • (eject|dismount) [(any|the)] passenger[s] (of|from) %entities%
Since: 2.0
Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc.

Examples:

make the player ride a saddled pig
make the attacker ride the victim

op/deop

🔗

Effect

Patterns:
Since: 1.0
Grant/revoke a user operator state.

Examples:

op the player
deop all players

Spawn

🔗

EffectSection

Patterns:
Since: 1.0, 2.6.1 (with section), 2.8.6 (dropped items)
Spawns entities. This can be used as an effect and as a section.

If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.

If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true.

Examples:

spawn 3 creepers at the targeted block
spawn a ghast 5 meters above the player
spawn a zombie at the player:
    set name of the zombie to ""

spawn a block display of a ladder[waterlogged=true] at location above player:
    set billboard of event-display to center # allows the display to rotate around the center axis