All Elements

Aliases

🔗

Structure

Patterns:
  • aliases
Since: 1.0
Employed for the registering of bespoke aliases within a script.

Examples:

# Example aliases for a script
aliases:
    blacklisted items = TNT, bedrock, obsidian, mob spawner, lava, lava bucket
    shiny swords = golden sword, iron sword, diamond sword

Automatic Reloading of Scripts

🔗

Structure

Patterns:
  • auto[matically] reload [(this|the) script]
Required Entries:
Optional Entries: recipients, permission
Since: 2.13
Place at the crown of a script file to enable and configure the automatic reloading thereof. When the script is saved, Skript shall automatically reload it forthwith. The config.sk node 'script loader thread size' must be set to a positive number (asynchronous or parallel loading) for this to be enabled.

available optional nodes:     recipients: The players unto whom reload messages shall be sent. Defaults to console.     permission: The permission required to receive reload messages. 'recipients' shall override this node.

Examples:

auto reload

auto reload:
    recipients: "SkriptDev", "61699b2e-d327-4a01-9f1e-0ea8c3f06bc6" and "Njol"
    permission: "skript.reloadnotify"

Employing an Experimental Feature

🔗

Structure

Patterns:
  • using [[the] experiment] <.+>
Since: 2.9.0
Place at the head of a script to invoke an optional experimental feature.
Experimental features may alter the behaviour of Skript and may harbour imperfections. Employ them at thine own peril.
A catalogue of the available experimental features may be found within the changelog for thy version of Skript.

Examples:

using 1.21

using the experiment my-cool-addon-feature

Event Listener

🔗

Structure

Patterns:
  • [upon] [uncancelled|cancelled|(any|all)] <.+> [with priority ((lowest|low|normal|high|highest|monitor))]
Since: 1.0
2.6 (per-event priority)
2.9 (listening to cancellable events)
Hearkeneth unto events. A handler may be registered for any event that Skript doth support.

Examples:

on load:
    broadcast "loading!"

on join:
    if {first-join::%player's uuid%} is not set:
        set {first-join::%player's uuid%} to now

cancelled block break:
    send "<red>You can't break that here" to player

on join with priority lowest:
    # called first

on join:
    # called second

on join with priority highest:
    # called last

Function — A Named Procedure

🔗

Structure

Patterns:
  • [local] function <.+>
Since: 2.2, 2.7 (local functions)
Functions art structures that may be summoned with arguments to execute their enclosed code.
They may furthermore return a value unto the trigger that hath called upon them.
Mark well that local functions taketh precedence o'er global functions in execution.

Examples:

function sayMessage(message: text):
    broadcast {_message} # our message argument is available in '{_message}'

local function giveApple(amount: number) :: item:
    return {_amount} of apple

function getPoints(p: player) returns number:
    return {points::%{_p}%}

Options — Proclaimed Substitutions

🔗

Structure

Patterns:
  • options
Since: 1.0
Options serve to replace portions of a script with some other substance.
For instance, an option may represent a message that doth appear in many a place.
Pray observe the example below, which doth showcase this manner of use.

Examples:

options:
    no_permission: You're missing the required permission to execute this command!

command /ping:
    permission: command.ping
    permission message: {@no_permission}
    trigger:
        message "Pong!"

command /pong:
    permission: command.pong
    permission message: {@no_permission}
    trigger:
        message "Ping!"

Royal Decree

🔗

Structure

Patterns:
  • decree <.+>
Required Entries: trigger
Optional Entries: usage, description, prefix, permission, permission message, aliases, executable by, cooldown, cooldown message, cooldown bypass, cooldown storage
Since: 1.0
Employed for the registration of bespoke decrees, by which the realm's subjects may issue commands.

Examples:

decree /broadcast <string>:
    usage: A decree for heralding a message unto all souls present.
    permission: skript.command.broadcast
    permission message: Thou hast not the authority to herald messages
    aliases: /bc
    executable by: players and console
    cooldown: 15 seconds
    cooldown message: Thou didst last herald a message %elapsed time% hence. Thou mayest herald another in %remaining time%.
    cooldown bypass: skript.command.broadcast.admin
    cooldown storage: {cooldown::%player%}
    trigger:
        broadcast the argument

Variables

🔗

Structure

Patterns:
  • variables
Since: 1.0
Employed for the declaration of variables present within a script.
This section is not required, yet it doth ensure that a variable possesseth a value should it not exist when the script is laden.

Examples:

variables:
    {joins} = 0
    {balance::%player%} = 0

on join:
    add 1 to {joins}
    message "Your balance is %{balance::%player%}%"

A List Most Orderly

🔗

Expression

Patterns:
Since: 2.2-dev19, 2.14 (retain indices when looping)
Return Type: Object
Sorteth the given list in natural order. All objects within the list must be comparable; shouldst they not be, this expression shall return nothing.

Examples:

set {_sorted::*} to sorted {_players::*}

command /leaderboard:
    trigger:
        loop reversed sorted {most-kills::*}:
            send "%loop-counter%. %loop-index% with %loop-value% kills" to sender

A List Most Shuffled

🔗

Expression

Patterns:
Since: 2.2-dev32, 2.14 (retain indices when looping)
Return Type: Object
Shuffleth the given list in random order, as Fortune dictates.

Examples:

set {_list::*} to shuffled {_list::*}

Absent Players

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] absent[ ]players
Since: 2.2-dev35
Return Type: Offline Player
All players who have ever graced the server with their presence. This doth include the players presently online.

Examples:

send "Size of all players who have joined the server: %size of all absent players%"

Afflicted Entities

🔗

Expression

Patterns:
  • [the] afflicted entities
Since: 2.4
Return Type: Living Entity
The afflicted entities within the area cloud effect occasion.

Examples:

on area cloud effect:
    loop afflicted entities:
        if loop-value is a player:
            send "HARK: thou hast tread upon an area effect cloud!" to loop-value

Aglow

🔗

Expression

Patterns:
Since: 2.2-dev18
Return Type: Boolean
Doth indicate whether the targeted entity shineth with a luminous glow (a power bestowed since the 1.9 era) or doth not. Glowing entities may be perceived through walls.

Examples:

set aglow of player to true

All Banished Players/IPs

🔗

Expression

Patterns:
  • [all [[of] the]|the] banished (players|(ips|ip addresses))
Since: 2.7
Return Type: Object
Obtaineth the ledger of all banished players or IP addresses.

Examples:

command /banlist:
    trigger:
        send all the banished players

All Commands Known

🔗

Expression

Patterns:
  • [(all|the|all [of] the)] [known] [script] commands
Since: 2.6
Return Type: Text
Returneth all known commands or all script commands.

Examples:

send "The tally of all commands: %size of all commands%"

send "The tally of all script commands: %size of all script commands%"

All Granted Privileges

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] permissions (from|of) %players%
  • [(all [[of] the]|the)] %players%'[s] permissions
Since: 2.2-dev33
Return Type: Text
Returneth all permissions bestowed upon the defined player(s). Pray note that modifications to the resulting list do not truly alter their granted privileges.

Examples:

set {_permissions::*} to all permissions of the player

All Guilds

🔗

Expression

Patterns:
  • all guilds
Since: 2.2-dev35
Requirements: Vault, a permission plugin that supports Vault
Return Type: Text
All the guilds a player may belong unto. This expression doth require Vault and a compatible permissions plugin to be installed.

Examples:

command /guild &lt;text&gt;:
    trigger:
        if argument is "list":
            send "%all guilds%"

All Operators of the Realm

🔗

Expression

Patterns:
  • [all [[of] the]|the] [server] [non(-| )]op[erator]s
Since: 2.7
Return Type: Offline Player
The roster of operators upon the server.

Examples:

set {_ops::*} to all operators

All Realms

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] realms
Since: 1.0
Return Type: World
All realms of the server, most useful for the traversal thereof.

Examples:

loop all realms:
    broadcast "Thou art within %loop-world%" to loop-world

All Tags of a Type

🔗

Expression

Patterns:
  • [all [[of] the]|the] [minecraft|datapack|paper|(custom|skript)] [item|block|entity [type]] tags
Since: 2.10
Return Type: Minecraft Tag
Returns all the tags.
`minecraft tag` will return only the vanilla tags, `datapack tag` will return only datapack-provided tags, `paper tag` will return only Paper's custom tags (if you are running Paper), and `custom tag` will look in the "skript" namespace for custom tags you've registered.
You can also filter by tag types using "item", "block", or "entity".

Examples:

broadcast minecraft tags

send paper entity tags

broadcast all block tags

All Ye Scripts

🔗

Expression

Patterns:
  • [all [[of] the]|the] scripts
  • [all [[of] the]|the] (enabled|loaded) scripts
  • [all [[of] the]|the] (disabled|unloaded) scripts
Since: 2.10
Return Type: Script
Returneth all of the scripts, or solely those which art enabled or disabled.

Examples:

command /scripts:
    trigger:
        send "All Scripts: %scripts%" to player
        send "Loaded Scripts: %enabled scripts%" to player
        send "Unloaded Scripts: %disabled scripts%" to player

All Ye Scripts (of Old)

🔗

Expression

Patterns:
  • [all [of the]|the] scripts [without ([subdirectory] paths|parents)]
  • [all [of the]|the] (enabled|loaded) scripts [without ([subdirectory] paths|parents)]
  • [all [of the]|the] (disabled|unloaded) scripts [without ([subdirectory] paths|parents)]
Since: 2.5
Return Type: Text
Returneth all of the scripts, or solely those which art enabled or disabled.

Examples:

command /scripts:
    trigger:
        send "All Scripts: %scripts%" to player
        send "Loaded Scripts: %enabled scripts%" to player
        send "Unloaded Scripts: %disabled scripts%" to player

Allay Duplication Repose

🔗

Expression

Patterns:
  • [the] (duplicat(e|ing|ion)|clon(e|ing)) repose [period] [of %living entities%]
  • %living entities%'[s] (duplicat(e|ing|ion)|clon(e|ing)) repose [period]
Since: 2.11
Return Type: Timespan
The repose period ere an allay may duplicate itself once more by nature's course.
Resetting the repose period shall set it to the selfsame span of time as after an allay hath duplicated.

Examples:

set {_time} to the duplicate repose of last spawned allay

add 5 seconds to the duplication repose period of last spawned allay

remove 3 seconds from the duplicating repose period of last spawned allay

clear the clone repose of last spawned allay

reset the cloning repose period of last spawned allay

Allay's Favoured Music Box

🔗

Expression

Patterns:
Since: 2.11
Return Type: Location
The location of the music box unto which an allay hath been appointed.

Examples:

set {_loc} to the target music box of last spawned allay

Alpha/Red/Green/Blue Colour Value

🔗

Expression

Patterns:
  • [the] (alpha|red|green|blue) (value|component) of %colors%
  • %colors%'[s] (alpha|red|green|blue) (value|component)
Since: 2.10
Return Type: integer
The alpha, red, green, or blue value of colours. Rangeth from 0 to 255.
Alpha doth represent opacity.

Examples:

broadcast red value of rgb(100, 0, 50) # proclaimeth '100'

set {_red} to red's red value + 10

Alphabetical Ordering

🔗

Expression

Patterns:
  • alphabetically ordered %texts%
Since: 2.2-dev18b, 2.14 (retain indices when looping)
Return Type: Text
Doth arrange the given strings in proper alphabetical order.

Examples:

set {_list::*} to alphabetically ordered {_strings::*}

Amount

🔗

Expression

Patterns:
Since: 1.0
2.13 (amounts of)
Return Type: Object
The amount of something. Using 'amount of {list::*}' will return the length of the list, so if you want the amounts of the things inside the lists, use 'amounts of {list::*}'.

Examples:

message "There are %amount of all players% players online!"

if amount of player's tool > 5:

if amounts of player's tool and player's offhand tool > 5:

An Eternity

🔗

Expression

Patterns:
  • [an] eternity
  • forever
  • [an] (indefinite|infinite) (duration|timespan)
Since: 2.12
Return Type: Timespan
Represents a timespan with an infinite duration. An eternity is also created when arithmetic results in a timespan larger than about 292 million years.
Infinite timespans generally follow the rules of infinity, where most math operations do nothing. However, operations that would return NaN with numbers will instead return a timespan of 0 seconds.
Note that an eternity will often be treated as the longest duration something supports, rather than a true eternity.

Examples:

set fire to the player for an eternity

Angle of Measure

🔗

Expression

Patterns:
Since: 2.10
Return Type: Number
Doth represent the given number in degrees.
Should radians be specified, it converteth the given value unto degrees. This conversion may not be wholly precise,owing to the vagaries of floating point reckoning.

Examples:

set {_angle} to 90 degrees

{_angle} is 90 # verily true

180 degrees is pi # verily true

pi radians is 180 degrees # verily true

Anvil Inscription Input

🔗

Expression

Patterns:
  • [the] anvil [inventory] (rename|inscription) input of %inventories%
  • %inventories%'[s] anvil [inventory] (rename|inscription) input
Since: 2.7
Return Type: Text
An expression to obtain the name to be bestowed upon an item within an anvil inventory.

Examples:

on inventory click:
    type of event-inventory is anvil inventory
    if the anvil inscription input of the event-inventory is "FREE OP":
        ban player

Anvil Mending Toll

🔗

Expression

Patterns:
  • [the] [anvil] [item] [(great[est])] mending cost [of %inventories%]
  • %inventories%'[s] [anvil] [item] [(great[est])] mending cost
Since: 2.8.0
Return Type: integer
Returneth the experience cost (in levels) to complete the present mending, or the greatest experience cost (in levels) permitted by the present mending.
The default value of greatest cost set by vanilla Minecraft is 40.

Examples:

on inventory click:
    if {AnvilRepairSaleActive} = true:
        wait a tick # recommended, to avoid client bugs
        set anvil mending cost to anvil mending cost * 50%
        send "Anvil mending sale is ON!" to player

on inventory click:
    player have permission "anvil.repair.max.bypass"
    set greatest mending cost of event-inventory to 99999

Any Amongst

🔗

Expression

Patterns:
  • (any [one]|one) of [the] %objects%
Since: 2.11
Return Type: Object
Returneth an 'or list' composed of the given objects. For example, `any of (1, 2, and 3)` is equivalent to `1, 2, or 3`
Most useful when performing comparisons with variable lists.

Examples:

if any of {_numbers::*} are 1:

if any of {teamA::*} are within location(0, 0, 0) and location(10, 10, 10):

Applied Beacon Enchantment

🔗

Expression

Patterns:
  • [the] applied [beacon] effect
Since: 2.10
Return Type: Potion Effect Type
The manner of effect bestowed by a beacon.

Examples:

on beacon effect:
    if the applied effect is primary beacon effect:
        broadcast "'Tis Primary"
    else if applied effect = secondary effect:
        broadcast "'Tis Secondary"

Applied Enchantments

🔗

Expression

Patterns:
  • [the] applied enchant[ment]s
Since: 2.5
Return Type: Enchantment Type
The enchantments bestowed in an enchant event.
Deleting or removing the applied enchantments shall prevent the item's enchantment.

Examples:

on enchant:
    set the applied enchantments to sharpness 10 and fire aspect 5

Argument

🔗

Expression

Patterns:
  • [the] last arg[ument]
  • [the] arg[ument](-| )<(\d+)>
  • [the] <(\d*1)st|(\d*2)nd|(\d*3)rd|(\d*[4-90])th> arg[ument][s]
  • [(all [[of] the]|the)] arg[ument][s]
  • [the] %*type%( |-)arg[ument][( |-)<\d+>]
  • [the] arg[ument]( |-)%*type%[( |-)<\d+>]
Since: 1.0, 2.7 (support for command events)
Return Type: Object
Usable in script commands and command events. Holdeth the value of an argument given unto the command, e.g. if the command "/tell <player> <text>" is employed as "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!".
One may also employ the type of the argument in lieu of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'.
Pray note that specifying the argument type is only supported in script commands.

Examples:

give the item-argument to the player-argument

damage the player-argument by the number-argument

give a diamond pickaxe to the argument

add argument 1 to argument 2

heal the last argument

Arithmetickal Reckoning

🔗

Expression

Patterns:
Since: 1.4.2
Return Type: Object
Arithmetickal expressions, e.g. 1 + 2, (health of player - 2) / 3, and so forth.

Examples:

set the player's health to 10 - the player's health

loop (argument + 2) / 5 times:
    message "Two trifling numbers: %loop-num * 2 - 5%, %2^loop-num - 1%"

message "Thou hast %health of player * 2% half hearts of vigour!"

Armour Change Piece

🔗

Expression

Patterns:
  • [the] (old|unequipped) armo[u]r piece
  • [the] (new|equipped) armo[u]r item
Since: 2.11
Return Type: Item
Obtain the unequipped or equipped armour piece from an 'armour change' event.

Examples:

on armor change
    broadcast the old armour piece

Armour Slot

🔗

Expression

Patterns:
Since: 1.0, 2.8.0 (armor), 2.10 (body armor), 2.12 (saddle)
2.12.1 (happy ghast)
Return Type: Slot
Equipment of living entities, that is to say the boots, greaves, breastplate or helm.
Body armour is a special slot that may only be employed for:

  • Horses: Horse armour (functioneth not upon zombie or skeleton horses)

  • Wolves: Wolf Armour

  • Llamas (common or trader): Carpet

  • Happy Ghasts: Harness


Saddle is a special slot that may only be employed for: pigs, striders and horse types (horse, camel, llama, mule, donkey).

Examples:

set chestplate of the player to a diamond chestplate

helmet of player is neither tag values of tag "paper:helmets" nor air # the player weareth a block, e.g. from another plugin

Arrow Affixed Block

🔗

Expression

Patterns:
Since: 2.8.0, 2.12 (multiple blocks)
Requirements: Minecraft 1.21.4+ (multiple blocks)
Return Type: Block
Returneth the affixed block of an arrow.
If running Paper 1.21.4+, the plural form of the expression ought be used, as it is more reliable compared to the singular.

Examples:

set struck block of last shot arrow to diamond block

on projectile hit:
    wait 1 tick
    break affixed blocks of event-projectile
    kill event-projectile

Arrow Knockback Might

🔗

Expression

Patterns:
Since: 2.5.1
Return Type: long
An arrow's knockback might.

Examples:

on shoot:
    event-projectile is an arrow
    set arrow knockback might of event-projectile to 10

Arrows Lodged

🔗

Expression

Patterns:
Since: 2.5
Return Type: long
The number of arrows lodged within a living entity.

Examples:

set arrows lodged in player to 5

Banner Heraldry Pattern

🔗

Expression

Patterns:
Since: 2.10
Return Type: Banner Pattern
Fashioneth a new banner pattern of heraldic design.

Examples:

set {_pattern} to a creeper banner pattern hued red

add {_pattern} to banner patterns of {_banneritem}

remove {_pattern} from banner patterns of {_banneritem}

set the 1st banner pattern of block at location(0,0,0) to {_pattern}

clear the 1st banner pattern of block at location(0,0,0)

Banner Pattern Item

🔗

Expression

Patterns:
Since: 2.10
Return Type: Item Type
Obtaineth the item from a banner pattern type.
Note well that not all banner pattern types possess an item.

Examples:

set {_item} to creeper charged banner pattern item

set {_item} to snout banner pattern item

set {_item} to thing banner pattern item

Banner Patterns

🔗

Expression

Patterns:
Since: 2.10
Return Type: Banner Pattern
Obtaineth or setteth the banner patterns of a banner.
In order to set a specific position of a banner, there must already be that many patterns upon the banner.
This expression shall add filler patterns to the banner to permit the specified position to be set.
For example, setting the 3rd banner pattern of a banner bearing no patterns shall internally add 3 base patterns, thereby permitting the 3rd banner pattern to be set.

Examples:

broadcast banner patterns of {_banneritem}

broadcast 1st banner pattern of block at location(0,0,0)

clear banner patterns of {_banneritem}

Bare Equippable Component

🔗

Expression

Patterns:
  • a (bare|empty) equippable component
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Equippable Components
Procureth a bare equippable component, unsullied and void of properties. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set {_component} to a bare equippable component:
    set the looking-glass overlay to "custom_overlay"
    set the permitted entities to a zombie and a skeleton
    set the donning sound to "block.note_block.pling"
    set the donned visage id to "custom_model"
    set the shearing sound to "ui.toast.in"
    set the armament slot to chest slot
    grant event-equippable component to suffer damage when hurt
    grant event-equippable component to be dispensed forth
    grant event-equippable component to be donned upon entities
    grant event-equippable component to be shorn from
    grant event-equippable component to exchange armament
set the equippable component of {_item} to {_component}

Bartering Offering

🔗

Expression

Patterns:
  • [the] [piglin] barter[ing] offering
Since: 2.10
Return Type: Item Type
The item taken up by the piglin in a piglin bartering event.

Examples:

on piglin barter:
    if the bartering offering is a gold ingot:
        broadcast "my precious..."

Bartering Spoils

🔗

Expression

Patterns:
  • [the] [piglin] barter[ing] spoils
Since: 2.10
Return Type: Item Type
The items dropped by the piglin in a piglin bartering event.

Examples:

on piglin barter:
    if the bartering spoils contain a jack o lantern:
        remove jack o lantern from bartering spoils
        broadcast "'tis not Hallowe'en yet!"

Beacon Enchantments

🔗

Expression

Patterns:
  • [the] (principal|lesser) [beacon] enchantment [of %blocks%]
  • %blocks%'[s] (principal|lesser) [beacon] enchantment
Since: 2.10
Return Type: Potion Effect Type
The active enchantments of a beacon most luminous.
The secondary enchantment may be set to any potion, yet the icon within the tableau shall not display true.
The secondary enchantment may only be bestowed when the beacon hath reached its highest tier.
The primary and secondary enchantment cannot be one and the same; the principal shall ever retain the potion type, and the lesser shall be swept clean.

Examples:

set primary beacon enchantment of {_block} to haste
set secondary enchantment of {_block} to resistance

Beacon Reach

🔗

Expression

Patterns:
  • [the] beacon [enchantment] reach of %blocks%
  • %blocks%'[s] beacon [enchantment] reach
Since: 2.10
Return Type: double
The reach of a beacon's enchantments, measured in blocks.

Examples:

if the beacon tier of the clicked block is 4:
    set the beacon enchantment reach of the clicked block to 100

Beacon Station

🔗

Expression

Patterns:
  • [the] beacon station of %blocks%
  • %blocks%'[s] beacon station
Since: 2.10
Return Type: integer
The station of a beacon. Doth range from 0 unto 4.

Examples:

if the beacon station of the clicked block is 4:
    send "This be a beacon of the highest station!"

Bearing

🔗

Expression

Patterns:
  • [%number% [(block|met(er|re))[s]] [to the]] (north[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|south[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|(east|west)[(ward[(s|ly)]|er[(n|ly)])] [of]|above|over|(up|down)[ward[(s|ly)]]|below|under[neath]|beneath) [%direction%]
  • [%number% [(block|met(er|re))[s]]] in [the] (direction|horizontal direction|facing|horizontal facing) of %entity/block% [(of|from)]
  • [%number% [(block|met(er|re))[s]]] in %entity/block%'[s] (direction|horizontal direction|facing|horizontal facing) [(of|from)]
  • [%number% [(block|met(er|re))[s]]] (in[ ]front [of]|forward[s]|behind|backwards|[to the] (right|left) [of])
  • [%number% [(block|met(er|re))[s]]] horizontal[ly] (in[ ]front [of]|forward[s]|behind|backwards|to the (right|left) [of])
Since: 1.0 (basic), 2.0 (extended)
Return Type: Direction
A helper expression for the direction type.

Examples:

thrust the player upwards

set the block behind the player to water

loop blocks above the player:
    set {_rand} to a random integer between 1 and 10
    set the block {_rand} meters south east of the loop-block to stone

block in horizontal facing of the clicked entity from the player is air

spawn a creeper 1.5 meters horizontally behind the player

spawn a TNT 5 meters above and 2 meters horizontally behind the player

thrust the last spawned TNT in the horizontal direction of the player with speed 0.2

push the player upwards and horizontally forward at speed 0.5

push the clicked entity in in the direction of the player at speed -0.5

open the inventory of the block 2 blocks below the player to the player

teleport the clicked entity behind the player

grow a regular tree 2 meters horizontally behind the player

Beehive Coveted Blossom

🔗

Expression

Patterns:
  • [the] coveted blossom [of %blocks%]
  • %blocks%'[s] coveted blossom
Since: 2.11
Return Type: Location
The blossom a beehive hath chosen to gather pollen from.

Examples:

set the coveted blossom of {_beehive} to location(0, 0, 0)

clear the coveted blossom of {_beehive}

Beehive Honey Measure

🔗

Expression

Patterns:
  • [the] [great[est]] honey measure [of %blocks%]
  • %blocks%'[s] [great[est]] honey measure
Since: 2.11
Return Type: integer
The present or greatest honey measure of a beehive.
The greatest measure is 5, which cannot be altered.

Examples:

set the honey measure of {_beehive} to the greatest honey measure of {_beehive}

Being/Creature/Soul/Projectile/Villager/Charged Creeper/&c.

🔗

Expression

Patterns:
  • [the] [event-]<.+>
Since: 1.0
Return Type: Entity
The entity embroiled in an event (an entity being a player, a creature, or an inanimate object such as ignited TNT, a dropped item, or an arrow).
Thou mayest employ the specific type of the entity involved in the event, e.g. in a 'death of a creeper' event thou canst use 'the creeper' in lieu of 'the entity'.

Examples:

give a diamond sword of sharpness 3 to the player

kill the creeper

kill all powered creepers in the wolf's world

projectile is an arrow

Bespoke Chest Inventory

🔗

Expression

Patterns:
  • [a] [new] chest inventory (named|with name) %text% [with %number% row[s]]
  • [a] [new] chest inventory with %number% row[s] [(named|with name) %text%]
Since: 2.2-dev34, 2.8.0 (chat format)
Return Type: Inventory
Returneth a chest inventory with the given number of rows and the name. Employ the open inventory effect to reveal it.

Examples:

open chest inventory with 1 row named "test" to player

set {_inventory} to a chest inventory with 1 row
set slot 4 of {_inventory} to a diamond named "example"
open {_inventory} to player

open chest inventory named "<#00ff00>hex coloured title!" with 6 rows to player

Bespoke Wound's Origin

🔗

Expression

Patterns:
  • [a] custom damage source [(with|using) [the|a] [damage type [of]] %damage type%]
Since: 2.12
Return Type: Damage Source
Fashion a custom damage source and alter its attributes.
When setting a 'causing entity' thou must also set a 'direct entity'.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type to magic
    set the causing entity to {_player}
    set the direct entity to {_arrow}
    set the damage location to location(0, 0, 10)
damage all players by 5 using {_source}

on damage:
    if the damage type of event-damage source is magic:
        set the damage to damage * 2

Biome of the Land

🔗

Expression

Patterns:
Since: 1.4.4, 2.6.1 (3D biomes)
Return Type: Biome
The biome at a certain locale. Pray note that biomes are defined only for x/z-columns
(that is, the altitude (y-coordinate) doth matter not), up until Minecraft 1.15.x.
As of Minecraft 1.16, biomes art now three-dimensional (per block rather than column).

Examples:

# afflict players in deserts without cease
every real minute:
    loop all players:
        biome at loop-player is desert
        damage the loop-player by 1

Block

🔗

Expression

Patterns:
  • [the] [event-]block
Since: 1.0
Return Type: Block
The block entangled in the event, such as the block upon which one hath clicked or the block newly placed.
May optionally include a direction withal, e.g. 'block above' or 'block in front of the player'.

Examples:

block is iron ore

set block below to air

spawn a creeper above the block

loop blocks in radius 4:
    loop-block is obsidian
    set loop-block to water

block is a chest:
    clear the inventory of the block

Block

🔗

Expression

Patterns:
Since: 1.0
Return Type: Block
The block entangled in the event, such as the block upon which one hath clicked or the block newly placed.
May optionally include a direction withal, e.g. 'block above' or 'block in front of the player'.

Examples:

block is iron ore

set block below to air

spawn a creeper above the block

loop blocks in radius 4:
    loop-block is obsidian
    set loop-block to water

block is a chest:
    clear the inventory of the block

Block Aimed Upon

🔗

Expression

Patterns:
Since: 1.0, 2.9.0 (actual/exact)
Return Type: Block
The block upon which the crosshair doth rest. This expression regardeth all blocks that are not air as fully solid, e.g. torches shall be as a solid stone block.
The actual aimed-at block shall regard the true bounding shape of the block.

Examples:

set aimed-at block of player to stone

set aimed-at block of player to oak_stairs[waterlogged=true]

break aimed-at block of player using player's tool

give player 1 of type of aimed-at block

teleport player to location above aimed-at block

kill all entities in radius 3 around aimed-at block of player

set {_block} to actual aimed-at block of player

break actual aimed-at block of player

Block Fortitude

🔗

Expression

Patterns:
Since: 2.6
Requirements: Minecraft 1.13+
Return Type: Number
Obtaineth the block's fortitude (also known as "strength"). This number is employed to reckon the time required to shatter each block.

Examples:

set {_hard} to block fortitude of target block

if block fortitude of target block > 5:

Block Particulars

🔗

Expression

Patterns:
Since: 2.5, 2.5.2 (set), 2.10 (block displays)
Return Type: Block Data
Procure the block particulars associated with a block.
These particulars may also be employed to set blocks.

Examples:

set {_data} to block particulars of target block

set block at player to {_data}

set block particulars of target block to oak_stairs[facing=south;waterlogged=true]

Block Shattering Speed

🔗

Expression

Patterns:
Since: 2.7
Requirements: 1.17+
Return Type: float
Obtaineth the speed at which the given player would shatter this block, taking into account tools, potion effects, whether or not the player doth stand in water, enchantments, and so forth. The returned value is the measure of progress made in shattering the block each tick. When the total shattering progress reacheth 1.0, the block is broken. Note that the shattering speed may change in the course of breaking a block, e.g. if a potion effect be applied or doth expire, or the player leapeth or entereth water.

Examples:

on left click using diamond pickaxe:
    event-block is set
    send "Shattering Speed: %shattering speed for player%" to player

Block Sound

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
Obtaineth the sound that a given block, blockdata, or itemtype shall produce in a particular circumstance.
This shall return a string in the form of "SOUND_EXAMPLE", which may be employed in the play sound syntax.

Pray consult this compendium for a catalogue of sounds in Minecraft, or this tome to visit the Sounds wiki page.

Examples:

play sound (breaking sound of dirt) at all players

set {_sounds::*} to placing sounds of dirt, grass block, blue wool and stone

Blocks

🔗

Expression

Patterns:
Since: 1.0, 2.5.1 (within/cuboid/chunk)
Return Type: Block
Blocks relative unto other blocks or betwixt other blocks.
May be employed to obtain blocks relative unto other blocks or for looping thereupon.
Blocks from/to and betwixt shall yield a straight line, whereas blocks within shall yield a cuboid.

Examples:

loop blocks above the player:

loop blocks betwixt the block below the player and the targeted block:

set the blocks below the player, the victim and the targeted block to air

set all blocks within {loc1} and {loc2} to stone

set all blocks within chunk at player to air

Blocks Laid Asunder

🔗

Expression

Patterns:
  • [the] exploded blocks
Since: 2.5, 2.8.6 (modify blocks)
Return Type: Block
Obtain all the blocks that were laid asunder in an explode event. Doth support add/remove/set/clear/delete of blocks.

Examples:

on explode:
    loop exploded blocks:
        add loop-block to {exploded::blocks::*}

on explode:
    loop exploded blocks:
        if loop-block is grass:
            remove loop-block from exploded blocks

on explode:
    clear exploded blocks

on explode:
    set exploded blocks to blocks in radius 10 around event-entity

on explode:
    add blocks above event-entity to exploded blocks

Blocks Most Absorbed

🔗

Expression

Patterns:
  • [the] absorbed blocks
Since: 2.5
Return Type: Block
The blocks drunk in by a sponge block.

Examples:

the absorbed blocks

Blocks Within a Dominion

🔗

Expression

Patterns:
  • [(all|the)] blocks (within|of) [[the] dominion[s]] %regions%
Since: 2.1
Requirements: Supported regions plugin
Return Type: Block
All blocks residing within a dominion.
This expression doth require a supported regions plugin to be installed.

Examples:

loop all blocks within the dominion {arena.%{faction.%player%}%}:
    clear the loop-block

Book Author

🔗

Expression

Patterns:
  • [the] [book] (author|scribe|publisher) of %item types%
  • %item types%'[s] [book] (author|scribe|publisher)
Since: 2.2-dev31
Return Type: Text
The author of a book, the scribe who penned the tome.

Examples:

on book sign:
    message "Book Title: %author of event-item%"

Breadth of the Realm's Boundary

🔗

Expression

Patterns:
  • [the] realm[ ]boundary (size|diameter|half-breadth) [of %worldborders%]
  • %worldborders%'[s] realm[ ]boundary (size|diameter|half-breadth)
Since: 2.11
Return Type: double
The breadth of a realm's boundary.
The breadth cannot be smaller than one.

Examples:

set realm boundary half-breadth of {_worldborder} to 10

Breeding Kindred

🔗

Expression

Patterns:
  • [the] breeding mother
  • [the] breeding father
  • [the] [bred] (offspring|child)
  • [the] breeder
Since: 2.10
Return Type: Living Entity
Doth represent the members of a family within the occasion of breeding.

Examples:

on breeding:
    send "When a %breeding mother% and %breeding father% doth love each other most dearly, they beget a %bred offspring%" to breeder

Brewing Duration

🔗

Expression

Patterns:
  • [the] [current|remaining] brewing duration [of %blocks%]
  • %blocks%'[s] [current|remaining] brewing duration
Since: 2.13
Return Type: Timespan
The remaining brewing duration of a brewing stand.

Examples:

set the brewing duration of {_block} to 10 seconds

clear the remaining brewing duration of {_block}

Brewing Fruits

🔗

Expression

Patterns:
  • [the] brewing results
Since: 2.13
Return Type: Item
The resultant items yielded in an 'on brew complete' occasion.

Examples:

on brew complete:
    set {_results::*} to the brewing results

Brewing Stand Compartment

🔗

Expression

Patterns:
  • [the] [brewing stand['s]] (first|1st) bottle slot[s] [of %blocks%]
  • %blocks%'[s] [brewing stand['s]] (first|1st) bottle slot[s]
  • [the] [brewing stand['s]] (second|2nd) bottle slot[s] [of %blocks%]
  • %blocks%'[s] [brewing stand['s]] (second|2nd) bottle slot[s]
  • [the] [brewing stand['s]] (third|3rd) bottle slot[s] [of %blocks%]
  • %blocks%'[s] [brewing stand['s]] (third|3rd) bottle slot[s]
  • [the] brewing [stand] ingredient slot[s] [of %blocks%]
  • %blocks%'[s] brewing [stand] ingredient slot[s]
  • [the] brewing [stand] fuel slot[s] [of %blocks%]
  • %blocks%'[s] brewing [stand] fuel slot[s]
Since: 2.13
Return Type: Slot
A compartment of a brewing stand, that is to say the first, second, or third bottle slot, the fuel slot, or the ingredient slot.

Examples:

set the 1st bottle slot of {_block} to potion of water

clear the brewing stand second bottle slot of {_block}

Brewing Stand Fuel Measure

🔗

Expression

Patterns:
  • [the] brewing [stand] fuel (measure|amount) [of %blocks%]
  • %blocks%'[s] brewing [stand] fuel (measure|amount)
Since: 2.13
Return Type: integer
The fuel measure of a brewing stand. The fuel measure is diminished by one upon the commencement of brewing each potion.

Examples:

set the brewing stand fuel measure of {_block} to 10
clear the brewing stand fuel measure of {_block}

Buried Treasure

🔗

Expression

Patterns:
  • [the] (brushable|buried) treasure of %blocks%
  • %blocks%'[s] (brushable|buried) treasure
Since: 2.12
Requirements: Minecraft 1.20+
Return Type: Item
Representeth the item that is uncovered when one doth dust with care.
The only blocks that may presently be "dusted" are Suspicious Gravel and Suspicious Sand.

Examples:

send target block's buried treasure

set {_gravel}'s brushable treasure to emerald

Cause of Harm

🔗

Expression

Patterns:
  • [the] damage cause
Since: 2.0
Return Type: Damage Cause
The cause of harm in a damage event. Pray click upon the link for further knowledge.

Examples:

damage cause is lava, fire or burning

Cause of Transformation

🔗

Expression

Patterns:
  • [the] transform[ing] (cause|reason|type)
Since: 2.8.0
Return Type: Transform Reason

Examples:

on entity transform:
    transform reason is infection, drowned or frozen

Cause of Translocation

🔗

Expression

Patterns:
  • [the] translocation (cause|reason|type)
Since: 2.2-dev35
Return Type: Teleport Cause
The translocation cause within a player teleport event.

Examples:

on teleport:
    translocation cause is nether portal, end portal or end gateway
    cancel event

Cause of Unleashing

🔗

Expression

Patterns:
  • [the] unleash[ing] reason
Since: 2.10
Return Type: Unleash Reason
The reason for unleashing in an unleash event.

Examples:

if the unleashing reason is distance:
    broadcast "The tether hath been snapped asunder."

Character Glyph Mark

🔗

Expression

Patterns:
  • [the] [unicode|character] glyph([ ]mark| station) of %texts%
  • %texts%'[s] [unicode|character] glyph([ ]mark| station)
Since: 2.9.0
Return Type: integer
Returneth the Unicode glyph mark of a character.

Examples:

function is_in_order(letters: strings) :: boolean:
    loop {_letters::*}:
        set {_codepoint} to glyph mark of lowercase loop-value

        return false if {_codepoint} is not set # 'loop-value is not a single character'

        if:
            {_previous-codepoint} is set
            # if the glyph mark of the current character is not
            # 1 more than the glyph mark of the previous character
            # then the letters are not in order
            {_codepoint} - {_previous-codepoint} is not 1
        then:
            return false

        set {_previous-codepoint} to {_codepoint}
    return true

Character from Codepoint

🔗

Expression

Patterns:
  • character (from|at|with) code([ ]point| position) %integer%
Since: 2.9.0
Return Type: Text
Returneth the character residing at the specified codepoint.

Examples:

function chars_between(lower: string, upper: string) :: strings:
    set {_lower} to codepoint of {_lower}
    return {_none} if {_lower} is not set

    set {_upper} to codepoint of {_upper}
    return {_none} if {_upper} is not set

    loop integers between {_lower} and {_upper}:
        add character from codepoint loop-value to {_chars::*}
    return {_chars::*}

Characters Betwixt

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] [alphanumeric] characters (betwixt|from) %text% (and|to) %text%
Since: 2.8.0
Return Type: Text
All characters betwixt two given characters, most useful for generating random strings. This expression employeth the Unicode numerical code of a character to determine which characters lie betwixt the two given characters. The ASCII table linked herein showeth this ordering for the first 256 characters.
Shouldst thou desire only alphanumeric characters, thou mayst employ the 'alphanumeric' option in the expression.
If strings of more than one character be given, only the first character of each is used.

Examples:

loop characters from "a" to "f":
    broadcast "%loop-value%"

# 0123456789:;<=>?@ABC... ...uvwxyz
send characters betwixt "0" and "z"

# 0123456789ABC... ...uvwxyz
send alphanumeric characters betwixt "0" and "z"

Chattel of an Entity

🔗

Expression

Patterns:
Since: 2.2-dev35, 2.2-dev36 (improved), 2.5.2 (throwable projectiles), 2.10 (item displays), 2.14.1 (arrows)
Return Type: Slot
A chattel associated with an entity. For dropped item entities, it yieldeth the item that was cast down.
For item frames, the item within the frame is returned.
For throwable projectiles (snowballs, enderpearls, and the like) or item displays, it yieldeth the displayed item.
For arrows, it yieldeth the item that shall be claimed when retrieving the arrow. Note that setting the item may not alter the displayedmodel, and that setting a spectral arrow to a common arrow or vice-versa shall not affect the projectile's enchantments.
Other entities possess no chattels.

Examples:

chattel of event-entity

set the chattel within of event-entity to a diamond sword named "Example"

Christened Item/Inventory

🔗

Expression

Patterns:
Since: 2.0, 2.2-dev34 (inventories)
Return Type: Object
Directly bestoweth a name upon an item or inventory, most useful for defining a named item or inventory within a script. Shouldst thou wish to (re)name existing items or inventories, thou mayest either employ this expression or use set name of <item/inventory> to <text>.

Examples:

give a diamond sword of sharpness 100 christened "<gold>Excalibur" to the player

set tool of player to the player's tool christened "<gold>Wand"

set the name of the player's tool to "<gold>Wand"

open hopper inventory christened "Magic Hopper" to player

Chunk

🔗

Expression

Patterns:
Since: 2.0, 2.8.0 (loaded chunks)
Return Type: Chunk
Returneth the chunk wherein a block, location or entity doth reside, or a list of the laden chunks of a world.

Examples:

add the chunk at the player to {protected chunks::*}

set {_chunks::*} to the laden chunks of the player's world

Cipher

🔗

Expression

Patterns:
  • %texts% cipher[ed] with ((MD5|SHA-256|SHA-384|SHA-512))
Since: 2.0, 2.2-dev32 (SHA-256 algorithm), 2.12 (SHA-384, SHA-512)
Return Type: Text
Ciphereth the given text employing the MD5 or SHA algorithms. Each algorithm is suited unto differing purposes.
These ciphering algorithms art not fit for the hashing of passwords.
Shouldst thou handle passwords, employ a hashing algorithm purposely wrought for passwords.
MD5 is deprecated and may be stricken in a future release. It is provided chiefly for backwards compatibility, for it is antiquated and not secure.
SHA is more fortified, yet it is not suited for the ciphering of passwords (even with salting).
When ciphering data, thou must specify algorithms to be employed, for reasons of security!
Pray note that a cipher cannot be reversed under ordinary circumstance. Thou shalt not recover the original value from a cipher with Skript.

Examples:

set {_hash} to "hello world" ciphered with SHA-256

Clicked Block/Entity/Inventory/Slot

🔗

Expression

Patterns:
  • [the] (clicked [enchant[ment]] (button|option)|clicked (block|%*item type/entity type%)|clicked slot|clicked inventory|click (type|action)|inventory action)
Since: 1.0, 2.2-dev35 (more clickable things)
Return Type: Object
The clicked block, entity, inventory, inventory slot, inventory click type or inventory action.

Examples:

message "Thou didst click upon a %type of clicked entity%!"
if the clicked block is a chest:
    show the inventory of the clicked block to the player

Clime

🔗

Expression

Patterns:
Since: 1.0
Return Type: Weather Type
The clime of a world or player.
Clearing or resetting the clime of a player shall cause the player's clime to match the clime of the world.
Clearing or resetting the clime of a world shall render the skies clear.

Examples:

set clime to clear

clime in "world" is rainy

reset custom clime of player

set clime of player to clear

Coffer

🔗

Expression

Patterns:
Since: 1.0
Return Type: Object
The coffer of a block or player. Thou canst oft omit this expression and directly add or remove items to or from blocks or players.

Examples:

add a plank to the player's coffer

clear the player's coffer

remove 5 wool from the coffer of the clicked block

Coin & Fortune

🔗

Expression

Patterns:
Since: 2.0, 2.5 (offline players)
Requirements: Vault, an economy plugin that supports Vault
Return Type: Money
How great a store of virtual coin a player doth possess (may be altered at will).

Examples:

message "Thou hast %player's fortune%" # the currency name shall be appended of its own accord

remove 20$ from the player's fortune # replace '$' with whatsoever currency thou dost employ

add 200 to the player's coffer # or forgo the currency altogether

Color from Hex Code

🔗

Expression

Patterns:
  • [the] colo[u]r[s] (from|of) hex[adecimal] code[s] %texts%
Since: 2.14
Return Type: Color
Returns a proper argb color from a hex code string. The hex code must contain RRGGBB values, but can also contain a leading # or AARRGGBB format. Invalid codes will cause runtime errors.

Examples:

send color from hex code "#FFBBA7"

send color from hex code "FFBBA7"

send color from hex code "#AAFFBBA7"

Compass Bearing

🔗

Expression

Patterns:
Since: 2.0
Return Type: Location
The locale unto which a player's compass doth point.
As of Minecraft 1.21.4, the compass is governed by the resource pack and by default shall not point to this compass bearing when employed beyond the overworld dimension.

Examples:

# direct all players' compasses toward a player stored in {compass::target::%player%}
every 5 seconds:
    loop all players:
        set the loop-player's compass bearing to location of {compass::target::%%loop-player%}

Concealed Players

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] concealed players (of|for) %players%
  • [(all [[of] the]|the)] players concealed (from|for|by) %players%
Since: 2.3
Return Type: Player
The players concealed from a player that were hidden by means of the entity visibility effect.

Examples:

message "&lt;light red&gt;Thou art presently concealing: &lt;light gray&gt;%concealed players of the player%"

Conditional Decree

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: Object
A shorthand expression for returning a value contingent upon a condition's truth.

Examples:

set {points} to 500 if {admin::%player's uuid%} is set else 100

Configuration Node

🔗

Expression

Patterns:
Since: 2.10
Return Type: Node
Returneth a node dwelling within a config (or within another section-node).
Nodes in Skript configs are inscribed in the format `key: value`.
Section nodes may contain further nodes within their embrace.

Examples:

set {_node} to node "language" in the skript config
if text value of {_node} is "french":
    broadcast "Bonjour!"

set {_script} to the current script
loop nodes of the current script:
    broadcast name of loop-value

Conjoin & Cleave

🔗

Expression

Patterns:
  • (concat[enate]|conjoin) %texts% [(with|using|by) [[the] delimiter] %text%]
  • cleave %text% (at|using|by) [[the] delimiter] %text% [with case sensitivity] [without [the] trailing [empty] (string|text)]
  • %text% cleft (at|using|by) [[the] delimiter] %text% [with case sensitivity] [without [the] trailing [empty] (string|text)]
  • regex cleave %text% (at|using|by) [[the] delimiter] %text% [without [the] trailing [empty] (string|text)]
  • regex %text% cleft (at|using|by) [[the] delimiter] %text% [without [the] trailing [empty] (string|text)]
Since: 2.1, 2.5.2 (regex support), 2.7 (case sensitivity), 2.10 (without trailing string)
Return Type: Text
Conjoineth several texts with a common delimiter (e.g. ", "), or cleaveth a text into many texts at a given delimiter.

Examples:

message "Online players: %conjoin all players' names with "" | ""%" # %all players% would use the default "x, y, and z"

set {_s::*} to the string argument cleft at ","

Conjure a Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Loot Context
Conjureth a plunder context.

Examples:

set {_player} to player
set {_context} to a plunder context at player:
set plundering fortune value to 10
set plunderer to {_player}
set plundered entity to last spawned pig
give player spoils of treasure ledger "minecraft:entities/iron_golem" with loot context {_context}

Conjured Potion Effect

🔗

Expression

Patterns:
  • [the] [conjured] [potion] effect
Since: 2.14
Return Type: skriptpotioneffect
An expression to obtain the potion effect being fashioned within a potion effect creation section.

Examples:

set {_potion} to a potion effect of speed 2 for 10 minutes:
    hide the effect's icon
    hide the effect's particles

Console

🔗

Expression

Patterns:
  • [the] (console|server)
Since: 1.3.1
Return Type: Command Sender
Represents the server's console which can receive messages and execute commands

Examples:

execute console command "/stop"

send "message to console" to the console

Consumed Morsel

🔗

Expression

Patterns:
  • [the] consumed morsel
Since: 2.11
Return Type: Item
Representeth the morsel consumed within an entity shoot bow and item consume event.

Examples:

on player or skeleton shoot projectile:
    if the consumed morsel is an arrow:
        cancel event
        send "Thou art not permitted to loose thine arrows." to shooter

on player consume:
    if the consumed morsel is cooked porkchop:
        send "Well art thou not a little swine most gluttonous!" to player
    if player has scoreboard tag "vegetarian":
        set the consumed morsel to a carrot

Contrary Boolean

🔗

Expression

Patterns:
Since: 2.12
Return Type: Boolean
An expression to obtain the contrary value of a boolean.

Examples:

set {_gravity} to inverse of player's flight mode

Creature of the Spawn Egg

🔗

Expression

Patterns:
Since: 2.10
Requirements: Minecraft 1.20.2+, Minecraft 1.20.5+ (comparisons)
Return Type: Entity Snapshot
Obtaineth or setteth the entity snapshot that the provided spawn eggs shall bring forth when employed.

Examples:

set {_item} to a zombie spawn egg

broadcast the spawn egg entity of {_item}

spawn a pig at location(0,0,0):
    set the max health of entity to 20
    set the health of entity to 20
    set {_snapshot} to the entity snapshot of entity
    clear entity
set the spawn egg entity of {_item} to {_snapshot}

if the spawn egg entity of {_item} is {_snapshot}: # Minecraft 1.20.5+
    set the spawn egg entity of {_item} to (random element out of all entities)

set the spawn egg entity of {_item} to a zombie

Creature's Attribute

🔗

Expression

Patterns:
Since: 2.5, 2.6.1 (final attribute value)
Return Type: Number
The numerical value of a creature's particular attribute.
Mark well that the movement speed attribute cannot be reliably employed for players. To that end, use the speed expression instead.
Restoring an entity's attribute to its natural state is only available in Minecraft 1.11 and above.

Examples:

on damage of player:
    send "Thou art wounded!" to victim
    set victim's attack speed attribute to 2

Creature's Magnitude

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
Altereth the entity size of slimes and phantoms. This is not the same as changing the scale attribute of an entity.
When altering the size of a slime, its health is fully restored and changes shall be wrought upon its max health, movement speed, and attack damage.
The default Minecraft size of a slime is anywhere betwixt 0 and 2, with a maximum of 126.
The default Minecraft size of a phantom is 0 with a maximum size of 64.

Examples:

spawn a slime at player:
    set entity size of event-entity to 5
    set name of event-entity to "King Slime Jorg"

Creature's Master

🔗

Expression

Patterns:
Since: 2.5
Return Type: Offline Player
The master of a tameable creature (i.e. horse or wolf).

Examples:

set master of last spawned wolf to player
if the master of last spawned wolf is player:

Creature's Portrait

🔗

Expression

Patterns:
Since: 2.10
Requirements: Minecraft 1.20.2+
Return Type: Entity Snapshot
Returneth the entity snapshot of a provided entity, which doth encompass all the data associated therewith (name, health, attributes, &c.) at the moment this expression is invoked.
Individual attributes of a snapshot cannot be modified nor retrieved.

Examples:

spawn a pig at location(0, 0, 0):
    set the max health of entity to 20
    set the health of entity to 20
    set {_snapshot} to the entity snapshot of entity
    clear entity
spawn {_snapshot} at location(0, 0, 0)

Creature's Utterance

🔗

Expression

Patterns:
Since: 2.10
Requirements: Spigot 1.19.2+
Return Type: Text
Obtaineth the sound that a given entity shall make in a specific circumstance.

Examples:

play sound (hurt sound of player) at player

set {_sounds::*} to death sounds of (all mobs in radius 10 of player)

Creatures of the Realm

🔗

Expression

Patterns:
Since: 1.2.1, 2.5 (chunks), 2.10 (within)
Return Type: Entity
All creatures dwelling in all worlds, in a particular world, in a chunk, within a radius about a certain locale, or betwixt two locations.e.g. all players, all creepers in the player's world, or players in radius 100 of the player.

Examples:

kill all creepers in the player's world

send "Psst!" to all players within 100 meters of the player

give a diamond to all ops

heal all tamed wolves in radius 2000 around {town center}

delete all monsters in chunk at player

size of all players betwixt {_corner::1} and {_corner::2}}

Cursor Slot

🔗

Expression

Patterns:
Since: 2.2-dev17
Return Type: Slot
The item which the player doth hold upon their inventory cursor. This slot remaineth ever empty shouldst the player have no inventory open.

Examples:

cursor slot of player is dirt

set cursor slot of player to 64 diamonds

Custom Model Data

🔗

Expression

Patterns:
  • [the] [custom] model data of %item types%
  • %item types%'[s] [custom] model data
  • [the] [custom] model data (floats|flags|strings|colo[u]rs) of %item type%
  • %item type%'[s] [custom] model data (floats|flags|strings|colo[u]rs)
  • [the] ((complete|full)) [custom] model data of %item type%
  • %item type%'[s] ((complete|full)) [custom] model data
Since: 2.5
2.12 (floats/flags/strings/colours/full model data)
Requirements: Minecraft 1.21.4+ (floats/flags/strings/colours/full model data)
Return Type: Object
Obtain or set the custom model data of an item. Employing merely `custom model data` shall return an integer. Items bereft of model data shall return 0.
Since the age of 1.21.4, custom model data doth instead consist of a list of numbers (floats), a list of booleans (flags), a list of strings, and a list of colours.Accessing and modifying these lists may be done type-by-type, or all at once with `complete custom model data`.This is the more precise and recommended method of employing custom model data.

Examples:

set custom model data of player's tool to 3
set {_model} to custom model data of player's tool

set custom model data colours of {_flag} to red, white, and blue
add 10.5 to the model data floats of {_flag}

set the full custom model data of {_item} to 10, "sword", and rgb(100, 200, 30)

Damage Buffer of the Realm's Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: double
The measure of blocks a player may safely trespass beyond the boundary ere suffering harm.
Players suffer injury only when venturing beyond the world's boundary, and the damage buffer distance cannot be less than naught.

Examples:

set realm boundary damage buffer of {_worldborder} to 10

Date Past and Hence

🔗

Expression

Patterns:
Since: 2.2-dev33
Return Type: Date
A date the specified timespan ere or hence another date.

Examples:

set {_yesterday} to 1 day ago

set {_hourAfter} to 1 hour after {someOtherDate}

set {_hoursBefore} to 5 hours ere {someOtherDate}

Decree

🔗

Expression

Patterns:
  • [the] (full|complete|whole) decree
  • [the] decree [(label|alias)]
Since: 2.0, 2.7 (support for script commands)
Return Type: Text
The decree that didst cause an 'on command' event (excluding the leading slash and all arguments)

Examples:

# forbid any decrees save the /exit decree during some game
on command:
    if {game::%player%::playing} is true:
        if the decree is not "exit":
            message "Thou art not permitted to issue decrees during the game"
            cancel the event

Decree Block Decree

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
Procureth or setteth the decree associated with a command block or minecart bearing a command block.

Examples:

send decree of {_block}

set decree of {_cmdMinecart} to "say asdf"

Decree Herald

🔗

Expression

Patterns:
  • [the] [decree's] (herald|executor)
Since: 2.0
Return Type: Command Sender
The player or the console who didst issue a decree. Most useful in commands and command events.
Shouldst the decree's herald be a command block, its locale may be retrieved by using %block's location%

Examples:

make the decree's herald execute "/say hi!"

on command:
    log "%executor% issued decree /%decree% %arguments%" to "commands.log"

Decree Particulars

🔗

Expression

Patterns:
  • [the] principal decree [label|name] [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] principal decree [label|name]
  • [the] description [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] description
  • [the] label [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] label
  • [the] usage [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] usage
  • [(all|the|all [of] the)] aliases [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] aliases
  • [the] permission [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] permission
  • [the] permission message [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] permission message
  • [the] plugin [owner] [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] plugin [owner]
Since: 2.6
Return Type: Text
Obtain particulars regarding a decree.

Examples:

principal decree label of decree "skript"

description of decree "help"

label of decree "pl"

usage of decree "help"

aliases of decree "bukkit:help"

permission of decree "/op"

decree "op"'s permission message

decree "sk"'s plugin owner

command /greet <player>:
    usage: /greet <target>
    trigger:
        if arg-1 is sender:
            send "&cThou canst not greet thine own self! Usage: %the usage%"
            stop
        send "%sender% doth greet thee!" to arg-1
        send "Thou hast greeted %arg-1%!"

Decree Value

🔗

Expression

Patterns:
Since: 2.5
Return Type: Gamerule Value
The gamerule decree value of a world.

Examples:

set the decree commandBlockOutput of world "world" to false

Default Worth

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: Object
A shorthand expression for bestowing upon things a default worth. If the first thing be not set, the second thing shall be returned.

Examples:

broadcast {score::%player's uuid%} lest "%player% hath no score!"

Denizens & Lords of a Dominion

🔗

Expression

Patterns:
  • [(all|the)] (denizens|lord[s]) of [[the] dominion[s]] %regions%
  • [[the] dominion[s]] %regions%'[s] (denizens|lord[s])
Since: 2.1
Requirements: Supported regions plugin
Return Type: Offline Player
A roster of denizens or lords of a dominion.
This expression doth require a supported regions plugin to be installed.

Examples:

on entering of a dominion:
    message "Thou art entering %region% whose lords are %lords of region%"

Departure Reason

🔗

Expression

Patterns:
  • [the] (quit|disconnect) (cause|reason)
Since: 2.8.0
Return Type: Quit Reason
The reason of departure wherefore a player did disconnect in a quit event.

Examples:

on quit:
    quit reason was kicked
    player is banned
    clear {server::player::%uuid of player%::*}

Discourse Format

🔗

Expression

Patterns:
  • [the] (message|discourse) format[ting]
Since: 2.2-dev31
Return Type: Text
May be employed to get or retrieve the discourse format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg].

Examples:

set the discourse format to "&lt;yellow&gt;[player]&lt;light gray&gt;: &lt;green&gt;[message]"

Discourse Recipients

🔗

Expression

Patterns:
  • [discourse][( |-)]recipients
Since: 2.2-Fixes-v7, 2.2-dev35 (clearing recipients)
Return Type: Player
Recipients of discourse events where this is called upon.

Examples:

discourse recipients

Disparity

🔗

Expression

Patterns:
Since: 1.4
Return Type: Object
The disparity betwixt two values.
Supported types include numbers, dates and times.

Examples:

if disparity betwixt {command::%player%::lastuse} and now is smaller than a minute:
    message "Thou must tarry a minute ere using this command again!"

Dispatched Command Ledger

🔗

Expression

Patterns:
  • [the] [sent] [server] command[s] list
Since: 2.8.0
Return Type: Text
The commands that shall be sent unto the player in a send commands to player event.
Modifications shall affect which commands appear for the player to complete by tabulation. They shall not affect which commands the player may truly execute.
Adding new commands unto the list is forbidden conduct and shall be disregarded.

Examples:

on send command list:
    set command list to command list where [input does not contain ":"]
    remove "help" from command list

Displaced Blocks

🔗

Expression

Patterns:
  • [the] moved blocks
Since: 2.2-dev27
Return Type: Block
Blocks which are displaced in a piston event. Cannot be employed outside of piston events.

Examples:

the moved blocks

Display Gaze Reach

🔗

Expression

Patterns:
  • [the] [display] view (range|radius) [of %displays%]
  • %displays%'[s] [display] view (range|radius)
Since: 2.10
Return Type: float
Returns or changes the view range of displays.
The default value is 1.0. This value is then multiplied by 64 and the player's entity view distance setting to determine the true range.
For example, a player with 150% entity view distance shall perceive a block display with a view range of 1.2 at 1.2 × 64 × 150% = 115.2 blocks hence.

Examples:

set view range of the last spawned text display to 2.9

Display Interpolation Tarrying and Duration

🔗

Expression

Patterns:
  • [the] interpolation (delay|duration)[s] [of %displays%]
  • %displays%'[s] interpolation (delay|duration)[s]
Since: 2.10
Return Type: Timespan
Returns or changes the interpolation delay or duration of displays.
Interpolation duration is the measure of time a display shall require to interpolate, or shift, betwixt its present state and a new one.
Interpolation delay is the number of ticks ere client-side interpolation shall commence.Setting to 0 seconds shall render it immediate.
Resetting either value shall return that value to 0.

Examples:

set interpolation delay of the last spawned text display to 2 ticks

Display Luminance Override

🔗

Expression

Patterns:
  • [the] [block|sky] (light [level]|brightness) override[s] of %displays%
  • %displays%'[s] [block|sky] (light [level]|brightness) override[s]
Since: 2.10
Return Type: integer
Returns or changes the brightness override of displays.
Unmodified displays shall not possess a brightness override value. Resetting or deleting this value shall remove the override.
Employ the 'block' or 'sky' options to obtain or change specific values, or procure both values as a list by using neither option.
NOTE: setting only one of the sky/block light overrides of a display without an existing override shall set both sky and block light to the given value. Pray ensure thou dost set both block and sky levels to thy desired values for the finest results. Likewise, thou canst only clear the brightness override entire; thou canst not clear the sky/block values individually.

Examples:

set sky light override of the last spawned text display to 7

subtract 3 from the block light level override of the last spawned text display

if sky light level override of {_display} is 5:
    clear brightness override of {_display}

Display Name

🔗

Expression

Patterns:
  • [the] (display|nick|chat|custom)[ ]name[s] of %objects%
  • %objects%'[s] (display|nick|chat|custom)[ ]name[s]
Since: before 2.1
2.2-dev20 (inventory name)
2.4 (non-living entity support, changeable inventory name)
Return Type: Object
Represents the display name of a player, or the custom name of an item, entity, block, or inventory.

Players: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).

Entities: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.

Items: The custom name of the item (not the Minecraft locale name). Can be changed.

Inventories: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.

Examples:

on join:
    player has permission "name.red"
    set the player's display name to "&lt;red&gt;[admin] &lt;gold&gt;%name of player%"

Display Placard Setting

🔗

Expression

Patterns:
  • [the] bill[ |-]board[ing] [setting] [of %displays%]
  • %displays%'[s] bill[ |-]board[ing] [setting]
Since: 2.10
Return Type: Display Billboard
Returns or changes the billboard setting of displays.
This describeth the axes and points about which the display may pivot.
Displays are spawned with the 'fixed' billboard by default. Resetting this expression shall likewise set it to 'fixed'.

Examples:

set billboard of the last spawned text display to center

Display Radiance Colour Override

🔗

Expression

Patterns:
  • [the] glow[ing] colo[u]r[s] override[s] [of %displays%]
  • %displays%'[s] glow[ing] colo[u]r[s] override[s]
Since: 2.10
Return Type: Color
Returns or changes the glowing colour override of displays.
This doth override whatever colour is already appointed for the scoreboard team of the displays.

Examples:

set glow color override of the last spawned text display to blue

Display Shadow Breadth and Vigour

🔗

Expression

Patterns:
  • [the] shadow (radius|strength) [of %displays%]
  • %displays%'[s] shadow (radius|strength)
Since: 2.10
Return Type: float
Returns or changes the shadow radius or strength of displays.

Examples:

set shadow radius of the last spawned text display to 1.75

Display Stature and Breadth

🔗

Expression

Patterns:
  • [the] display (height|width) [of %displays%]
  • %displays%'[s] display (height|width)
Since: 2.10
Return Type: float
Returns or changes the height or width of displays.
The rendering culling bounding box doth span horizontally width/2 from the entity's position, which determineth the point at which the display shall be frustum culled (no longer rendered because the game doth judge thou canst no longer perceive it).
If set to 0, no culling shall occur upon both the vertical and horizontal directions. Default is 0.0.

Examples:

set display height of the last spawned text display to 2.5

Display Transformation Gyration

🔗

Expression

Patterns:
  • [the] (left|right) [transformation] rotation [of %displays%]
  • %displays%'[s] (left|right) [transformation] rotation
Since: 2.10
Return Type: Quaternion
Returns or changes the transformation rotation of displays.
The left rotation is applied first, with the right rotation then being applied upon the rotated axis.

Examples:

set left transformation rotation of last spawned block display to quaternion(1, 0, 0, 0) # restore block display to its original bearing

Display Transformation Magnitude and Displacement

🔗

Expression

Patterns:
  • [the] (display|[display] transformation) (scale|translation) [of %displays%]
  • %displays%'[s] (display|[display] transformation) (scale|translation)
Since: 2.10
Return Type: Vector
Returns or changes the transformation scale or translation of displays.

Examples:

set transformation translation of display to vector from -0.5, -0.5, -0.5 # Centre the display in the selfsame position as a block

Display Translocation Duration

🔗

Expression

Patterns:
  • [the] teleport[ation] duration[s] [of %displays%]
  • %displays%'[s] teleport[ation] duration[s]
Since: 2.10
Requirements: Spigot 1.20.4+
Return Type: Timespan
The teleportation duration of displays is the measure of time required to traverse betwixt locations.
0 doth signify that updates are applied forthwith.
1 doth signify the display entity shall move from its present position to the new one over a single tick.
Greater values doth spread the movement across many ticks. A maximum of 59 ticks.

Examples:

set teleport duration of the last spawned text display to 2 ticks
teleport last spawned text display to {_location}
wait 2 ticks
message "display entity hath arrived at %{_location}%"

Distance

🔗

Expression

Patterns:
Since: 1.0
Return Type: Number
The distance betwixt two points upon the stage of the world.

Examples:

if the distance betwixt the player and {home::%uuid of player%} is smaller than 20:
    message "Thou art most near unto thy dwelling!"

Distance of Simulation

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
The simulation distance of a world or a player.
Simulation distance is the minimum distance in chunks for entities to be set in motion.
Simulation distance is bound by the current view distance of the world or player.
The view distance is bound betwixt 2 and 32 chunks.

Examples:

set simulation distance of player to 10

add 50 to the simulation distance of world "world"

reset the simulation distance of player

clear the simulation distance of world "world"

Divination Intelligence

🔗

Expression

Patterns:
  • [the] debug (info[rmation]|intelligence) of %objects%
  • %objects%'[s] debug (info[rmation]|intelligence)
Since: 2.13
Return Type: Text
Returneth a string rendering of the given objects, yet with their type appended thereto:     debug intelligence of 1, "a", 0.5 -> 1 (long), "a" (string), 0.5 (double) This is meant to ease the art of debugging, not as a reliable method of discerning the type of a value.

Examples:

broadcast debug intelligence of {list::*}

Dominion

🔗

Expression

Patterns:
  • [the] [event-]dominion
Since: 2.1
Requirements: Supported regions plugin
Return Type: Region
The dominion concerned in an event.
This expression doth require a supported regions plugin to be installed.

Examples:

on dominion enter:
    dominion is {forbidden dominion}
    cancel the event

Dominions At

🔗

Expression

Patterns:
Since: 2.1
Requirements: Supported regions plugin
Return Type: Region
All dominions at a particular location.
This expression doth require a supported regions plugin to be installed.

Examples:

On click on a sign:
    line 1 of the clicked block is "[dominion info]"
    set {_dominions::*} to dominions at the clicked block
    if {_dominions::*} is empty:
        message "No dominions doth exist at this sign."
    else:
        message "Dominions encompassing this sign: <gold>%{_dominions::*}%<r>."

Dropped Item's Rightful Owner

🔗

Expression

Patterns:
  • [the] uuid of [the] [dropped] item owner [of %itementities%]
  • [the] [dropped] item owner's uuid [of %itementities%]
Since: 2.11
Return Type: UUID
The uuid of the owner of the dropped item. Setting the owner of a dropped item doth mean only that entity or player may retrieve it. Dropping an item doth not of itself make the entity or player its rightful owner.

Examples:

    set the uuid of the dropped item owner of last dropped item to player
    if the uuid of the dropped item owner of last dropped item is uuid of player:

Dropped Ware Thrower

🔗

Expression

Patterns:
  • [the] uuid of [the] [dropped] ware thrower [of %itementities%]
  • [the] [dropped] ware thrower's uuid [of %itementities%]
Since: 2.11
Return Type: UUID
The uuid of the entity or player that hath cast forth or let fall the dropped ware.

Examples:

set the uuid of the dropped ware thrower of {_dropped item} to player
if the uuid of the dropped ware thrower of {_dropped item} is uuid of player:

clear the ware thrower of {_dropped item}

Duration of Invulnerability

🔗

Expression

Patterns:
  • [the] (invulnerability|invincibility|no harm) time[[ ]span] [of %living entities%]
  • %living entities%'[s] (invulnerability|invincibility|no harm) time[[ ]span]
Since: 2.11
Return Type: Timespan
The span of time during which an entity remaineth invulnerable unto all manner of harm.

Examples:

on damage:
    set victim's invulnerability time to 20 ticks #The victim shall suffer no harm for the next second

if the no harm timespan of {_entity} is 0 seconds:
    set the invincibility time span of {_entity} to 1 minute

Dusted Stage

🔗

Expression

Patterns:
Since: 2.12
Requirements: Minecraft 1.20+
Return Type: integer
Representeth how far the block hath been uncover'd from its earthen shroud.
The only blocks that may presently be "dusted" are Suspicious Gravel and Suspicious Sand.

Examples:

send target block's maximum dusted stage

set {_sand}'s dusted stage to 2

Earthly Pull

🔗

Expression

Patterns:
Since: 2.2-dev21
Return Type: Boolean
Whether an entity is subject unto the earthly pull or not, i.e. whether it beareth the Minecraft 1.10+ NoGravity flag.

Examples:

set earthly pull of player off

Elements

🔗

Expression

Patterns:
  • [the] (first|last) element [out] of %objects%
  • [the] (first|last) %integer% elements [out] of %objects%
  • [a] random element [out] of %objects%
  • [the] %integer%(st|nd|rd|th) [[to] last] element [out] of %objects%
  • [the] elements (from|between) %integer% (to|and) %integer% [out] of %objects%
  • [the] (first|next|last) element (of|in) %queue%
  • [the] (first|last) %integer% elements (of|in) %queue%
  • [a] random element (of|in) %queue%
  • [the] %integer%(st|nd|rd|th) [[to] last] element (of|in) %queue%
  • [the] elements (from|between) %integer% (to|and) %integer% (of|in) %queue%
Since: 2.0, 2.7 (relative to last element), 2.8.0 (range of elements)
Return Type: Object
The first, last, range or a chance element of a set, e.g. a list variable, or a queue.
Requesting elements from a queue shall also remove them from said queue; see the new queue expression for further knowledge.
See also: random expression

Examples:

broadcast the first 3 elements of {top players::*}

set {_last} to last element of {top players::*}

set {_random player} to random element out of all players

send 2nd last element of {top players::*} to player

set {page2::*} to elements from 11 to 20 of {top players::*}

broadcast the 1st element in {queue}

broadcast the first 3 elements in {queue}

Elevation

🔗

Expression

Patterns:
Since: 1.4.3
Return Type: Number
In effect an alias of 'y-coordinate of …', it doth represent the height of some location within the realm.

Examples:

on damage:
    elevation of the attacker is higher than the elevation of the victim
    set damage to damage * 1.2

Enchanted Artefact

🔗

Expression

Patterns:
  • [the] enchant[ed] artefact
Since: 2.5
Return Type: Item Type
The enchanted artefact in an enchant prepare event or enchant event.
It may be modified, yet enchantments shall still be applied in the enchant event.

Examples:

on enchant:
    set the enchanted artefact to a diamond chestplate

on enchant prepare:
    set the enchant artefact to a wooden sword

Enchanting Experience Toll

🔗

Expression

Patterns:
  • [the] [displayed] ([e]xp[erience]|enchanting) toll
Since: 2.5
Return Type: long
The toll of enchanting within an enchant event.
This be the number that was displayed upon the enchantment table, not the true number of levels taken away.

Examples:

on enchant:
    send "Toll: %the displayed enchanting toll%" to player

Enchantment Boon

🔗

Expression

Patterns:
  • [the] enchantment boon
Since: 2.5
Return Type: long
The enchantment boon in an enchant prepare event. This representeth the number of bookshelves affecting and surrounding the enchantment table.

Examples:

on enchant:
    send "There stand %enchantment boon% bookshelves about this enchantment table!" to player

Enchantment Potency

🔗

Expression

Patterns:
Since: 2.0
Return Type: long
The potency of a particular enchantment upon an item.

Examples:

player's tool is a sword of sharpness:
    message "Thou dost wield a blade of sharpness %potency of sharpness of the player's tool% upon thine hand"

Enchantment Proposition

🔗

Expression

Patterns:
  • [all [of]] [the] enchant[ment] propositions
  • enchant[ment] proposition[s] %numbers%
  • [the] %number%(st|nd|rd|th) enchant[ment] proposition
Since: 2.5
Requirements: 1.11 or newer
Return Type: Enchantment Offer
The enchantment proposition within enchant prepare events.

Examples:

on enchant prepare:
    send "Thy enchantment propositions are: %the enchantment propositions%" to player

Enchantment Proposition Toll

🔗

Expression

Patterns:
Since: 2.5
Requirements: 1.11 or newer
Return Type: long
The toll of an enchantment proposition. This is displayed to the right of an enchantment proposition.
If the toll be changed, it shall always be at least 1.
This altereth how many levels are required to enchant, yet doth not change the number of levels removed.
To change the number of levels removed, employ the enchant event.

Examples:

set toll of enchantment proposition 1 to 50

Enchantments Upon an Item

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: Enchantment Type
All the enchantments an item type doth possess.

Examples:

clear enchantments of event-item

Ender Coffer

🔗

Expression

Patterns:
Since: 2.0
Return Type: Inventory
The ender chest belonging unto a player.

Examples:

open the player's ender chest to the player

Enderman's Borne BlockData

🔗

Expression

Patterns:
Since: 2.11
Return Type: Block Data
The block data an enderman doth carry in its grasp.
Custom attributes such as NBT or names do not transfer hence.
Blocks, blockdatas and items are acceptable objects to alter the carried block.

Examples:

broadcast the carrying blockdata of last spawned enderman

set the carried block of last spawned enderman to an oak log

set the carrying block data of {_enderman} to oak stairs[facing=north]

set the carried blockdata of {_enderman} to {_item}

clear the carried blockdata of {_enderman}

Entity Fire Burn Duration

🔗

Expression

Patterns:
  • [the] [max[imum]] (burn[ing]|fire) (time|duration) of %entities%
  • %entities%'[s] [max[imum]] (burn[ing]|fire) (time|duration)
Since: 2.7, 2.10 (maximum)
Return Type: Timespan
How long an entity shall continue to burn with flame.

Examples:

send "Thou shalt cease burning in %fire time of player%"

send the max burn time of target

Entity Wits

🔗

Expression

Patterns:
Since: 2.5
Return Type: Boolean
Returneth whether an entity doth possess wits — that is, artificial intelligence.

Examples:

set artificial intelligence of target entity to false

Entity/Player/World from UUID

🔗

Expression

Patterns:
  • [offline[ ]]player[s] from %uuids%
  • entit(y|ies) from %uuids%
  • world[s] from %uuids%
Since: 2.11
Return Type: Object
Obtaineth an entity, player, offline player, or world from a UUID.
Unloaded entities or players who art absent (when employing 'player from %uuid%') shall return naught.

Examples:

set {_player} to player from "a0789aeb-7b46-43f6-86fb-cb671fed5775" parsed as uuid

set {_offline player} to offline player from {_some uuid}

set {_entity} to entity from {_some uuid}

set {_world} to world from {_some uuid}

Ephemeral Markings

🔗

Expression

Patterns:
Since: 2.2-dev36, 2.10 (add, remove)
Return Type: Object
Metadata is a means to store fleeting knowledge upon entities, blocks, and more, which vanisheth upon a server restart.

Examples:

set metadata value "healer" of player to true

broadcast "%metadata value "healer" of player%"

clear metadata value "healer" of player

Equippable Component

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Equippable Components
The equippable component of an item. Any alterations wrought upon the equippable component shall be manifest upon the item. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set {_component} to the equippable component of {_item}
set the armament slot of {_component} to helmet slot

clear the equippable component of {_item}

reset the equippable component of {_item}

Equippable Component - Armament Slot

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Equipment Slot
The armament slot unto which an item may be donned. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the armament slot of {_item} to chest slot

set {_component} to the equippable component of {_item}
set the armament slot of {_component} to boots slot

Equippable Component - Donned Visage

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Text
The visage of the item when donned. The visage key is represented as a namespaced key. A namespaced key may be formatted as 'namespace:id' or 'id'. It may contain but one ':' to separate the namespace and the id. Only alphanumeric characters, periods, underscores, and dashes may be employed. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the donned visage key of {_item} to "custom_model"

set {_component} to the equippable component of {_item}
set the donned visage id of {_component} to "custom_model"

Equippable Component - Donning Sound

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Text
The sound to be played whence the item is donned. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the donning sound of {_item} to "entity.experience_orb.pickup"

set {_component} to the equippable component of {_item}
set the donning sound of {_component} to "block.note_block.pling"

Equippable Component - Looking-Glass Overlay

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Text
The looking-glass overlay for the player whence the item is donned. Example: The jack-o'-lantern visage when one weareth a jack-o'-lantern as a helm. The looking-glass overlay is represented as a namespaced key. A namespaced key may be formatted as 'namespace:id' or 'id'. It may contain but one ':' to separate the namespace and the id. Only alphanumeric characters, periods, underscores, and dashes may be employed. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the looking-glass overlay of {_item} to "custom_overlay"

set {_component} to the equippable component of {_item}
set the looking-glass overlay of {_component} to "custom_overlay"

Equippable Component - Permitted Entities

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Entity Type
The entities permitted to wear the item. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the permitted entities of {_item} to a zombie and a skeleton

set {_component} to the equippable component of {_item}
clear the permitted entities of {_component}

Equippable Component - Shearing Sound

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.6+
Return Type: Text
The sound to be played whence the item is shorn from an entity. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the shearing sound of {_item} to "entity.experience_orb.pickup"

set {_component} to the equippable component of {_item}
set the shearing sound of {_component} to "block.note_block.pling"

Essence Within

🔗

Expression

Patterns:
Since: 2.7
Return Type: Object
Obtaineth the value harboured within objects. Customarily employed with variables to procure the value they store rather than the variable itself,or with lists to extract the values of a particular type.

Examples:

set {_entity} to a random entity out of all entities
delete entity within {_entity} # This banisheth the entity itself and not the value stored in the variable

set {_list::*} to "something", 10, "test" and a zombie
broadcast the strings within {_list::*} # "something", "test"

Experience Cooldown Change Cause

🔗

Expression

Patterns:
  • [the] (experience|[e]xp) cooldown change (reason|cause|type)
Since: 2.10
Return Type: Experience Cooldown Change Reason

Examples:

on player experience cooldown change:
    if xp cooldown change reason is plugin:
        #Altered by a plugin
    else if xp cooldown change reason is orb pickup:
        #Altered by gathering an xp orb

Experience Gathering Cooldown

🔗

Expression

Patterns:
  • [the] (experience|[e]xp) [pickup|collection] cooldown of %players%
  • %players%'[s] (experience|[e]xp) [pickup|collection] cooldown
Since: 2.10
Return Type: Timespan
The experience cooldown of a player.
Experience cooldown is the duration one must wait ere a player may gather another orb of experience.
The cooldown of a player must be 0 to gather another orb of experience.

Examples:

send experience cooldown of player

set the xp pickup cooldown of player to 1 hour

if exp collection cooldown of player >= 10 minutes:
    clear the experience pickup cooldown of player

Explosion Block Bounty

🔗

Expression

Patterns:
  • [the] [explosion['s]] block (yield|bounty)
  • [the] (portion|percentage) of blocks dropped
Since: 2.5
Return Type: Number
The portion of exploded blocks that fall as bounty in an explosion event.
When altering the yield, a value exceeding 1 shall function the same as employing 1.
Attempting to set the yield to a value less than 0 shall have no effect.

Examples:

on explode:
    set the explosion's block yield to 10%

Explosion Magnitude

🔗

Expression

Patterns:
  • [the] explosion (yield|radius|magnitude)
  • [the] (yield|radius|magnitude) of [the] explosion
Since: 2.5
Return Type: Number
The yield of the explosion in an explosion prime event. This determineth the grandeur of the blast.
When altering the yield, values less than 0 shall be disregarded.
Read this wiki page for further knowledge.

Examples:

on explosion prime:
    set the magnitude of the explosion to 10

Explosive Magnitude

🔗

Expression

Patterns:
  • [the] explosive (yield|radius|magnitude|power) of %entities%
  • %entities%'[s] explosive (yield|radius|magnitude|power)
Since: 2.5, 2.11 (ghasts)
Return Type: Number
The yield of an explosive (creeper, ghast, primed tnt, fireball, et cetera). This determineth how grand an explosion the entity doth cause.
Read this wiki page for further knowledge.
The yield of ghasts may only be set betwixt 0 and 127.

Examples:

on spawn of a creeper:
    set the explosive magnitude of the event-entity to 10

Facing

🔗

Expression

Patterns:
Since: 1.4
Return Type: Direction
The facing of an entity or block, that is to say exactly north, south, east, west, up, or down (unlike direction which giveth the precise bearing, e.g. '0.5 south and 0.7 east').

Examples:

# doth construct a bridge
loop blocks from the block below the player in the horizontal facing of the player:
    set loop-block to cobblestone

Fall Distance

🔗

Expression

Patterns:
  • [the] fall[en] (distance|height) of %entities%
  • %entities%'[s] fall[en] (distance|height)
Since: 2.5
Return Type: Number
The distance an entity hath fallen through the air.

Examples:

set all entities' fallen distance to 10

on damage:
    send "%victim's fall distance%" to victim

Fashion a World Border

🔗

Expression

Patterns:
  • a [phantasmal] world[ ]border
Since: 2.11
Return Type: World Border
Doth fashion a new, unbound world border. World borders may be assigned unto either worlds or particular players.
Borders assigned unto worlds shall apply to all players within that world.
Borders assigned unto players shall apply only to those players, and divers players may possess different borders.

Examples:

on join:
    set {_location} to location of player
    set worldborder of player to a phantasmal worldborder:
        set worldborder radius to 25
        set world border center of event-worldborder to {_location}

on load:
    set worldborder of world "world" to a worldborder:
        set worldborder radius of event-worldborder to 200
        set worldborder center of event-worldborder to location(0, 64, 0)
        set worldborder warning distance of event-worldborder to 5

Fertilised Blocks

🔗

Expression

Patterns:
  • [all] [the] fertilized blocks
Since: 2.5
Requirements: Minecraft 1.13 or newer
Return Type: Block
The blocks made fertile in block fertilize events.

Examples:

the fertilized blocks

Final Harm

🔗

Expression

Patterns:
  • [the] final (harm|damage)
Since: 2.2-dev19
Return Type: Number
How much harm is ultimately wrought in a damage event, considering all manner of damage reduction. Can NOT be altered.

Examples:

send "%final harm%" to victim

Firework Effect

🔗

Expression

Patterns:
  • [(flickering|trailing|flickering trailing|trailing flickering)] %firework type% [firework [effect]] colo[u]red %colors%
  • [(flickering|trailing|flickering trailing|trailing flickering)] %firework type% [firework [effect]] colo[u]red %colors% fad(e|ing) [to] %colors%
Since: 2.4
Return Type: Firework Effect
Representeth a 'firework effect' which may be employed in the launch firework effect.

Examples:

launch flickering trailing burst firework coloured blue and green at player

launch trailing flickering star coloured purple, yellow, blue, green and red fading to pink at target entity

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

First Vacant Berth in Inventory

🔗

Expression

Patterns:
Since: 2.12
Return Type: Slot
Returneth the first empty slot within an inventory. Should no vacant berth be found, it returneth naught.

Examples:

set the first empty slot in player's inventory to 5 diamonds

if the first empty slot in player's inventory is not set:
    message "No empty slot available in your inventory!" to player

Fishing Approach Bearing

🔗

Expression

Patterns:
  • (min[imum]|max[imum]) fish[ing] approach[ing] bearing
Since: 2.10
Return Type: float
Returneth the bearing at which the fish shall approach the fishing hook, after the tarrying time.
The bearing is measured in degrees, with 0 being positive Z, 90 being negative X, 180 being negative Z, and 270 being positive X.
By default, returneth a value betwixt 0 and 360 degrees.

Examples:

on fish approach:
    if any:
        maximum fishing approaching bearing is bigger than 300.5 degrees
        min fishing approach bearing is smaller than 59.5 degrees
    then:
        cancel event

Fishing Bite Tarry

🔗

Expression

Patterns:
  • fish[ing] bit(e|ing) [tarry] time
Since: 2.10
Return Type: Timespan
Returneth the time it taketh a fish to bite the fishing hook, after it hath begun approaching the hook.
May return a timespan of 0 seconds. If altering the value, it ought be at least 1 tick.

Examples:

on fish approach:
    set fishing bite tarry time to 5 seconds

Fishing Hook

🔗

Expression

Patterns:
  • [the] fish[ing] (hook|bobber)
Since: 2.10
Return Type: Entity
The fishing hook within a fishing occasion.

Examples:

on fish line cast:
    tarry a second
    teleport player to fishing hook

Fishing Hooked Creature

🔗

Expression

Patterns:
  • [the] hook[ed] creature
Since: 2.10
Return Type: Entity
Returneth the hooked creature in the hooked occasion.

Examples:

on entity hooked:
    if hooked creature is a player:
        teleport hooked creature to player

Fishing Tarrying Time

🔗

Expression

Patterns:
  • (min[imum]|max[imum]) fish[ing] tarry[ing] time
Since: 2.10
Return Type: Timespan
Returneth the minimum and/or maximum tarrying time of the fishing hook.
The default minimum value is 5 seconds and the maximum is 30 seconds, ere lure be applied.

Examples:

on fishing line cast:
    set min fish tarrying time to 10 seconds
    set max fishing tarrying time to 20 seconds

Flight Mode

🔗

Expression

Patterns:
  • [the] fl(y[ing]|ight) (mode|state) of %players%
  • %players%'[s] fl(y[ing]|ight) (mode|state)
Since: 2.2-dev34
Return Type: Boolean
Whether the player(s) art permitted to take wing. Employ the Make Fly effect to compel player(s) to soar.

Examples:

set flight mode of player to true

send "%flying state of all players%"

Fore-Title/After-Title

🔗

Expression

Patterns:
  • [the] [parlour] (prefix|suffix) of %players%
  • %players%'[s] [parlour] (prefix|suffix)
Since: 2.0, 2.10 (delete)
Requirements: Vault, a chat plugin that supports Vault
Return Type: Text
The prefix or suffix as ordained within the server's chat plugin.

Examples:

on chat:
    cancel event
    broadcast "%player's prefix%%player's display name%%player's suffix%: %message%" to the player's world

set the player's prefix to "[<red>Admin<reset>] "

clear player's prefix

Forged Damage Source

🔗

Expression

Patterns:
  • [the] forged damage source
Since: 2.12
Return Type: Damage Source
Obtain the damage source being forged or amended within a 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type of the forged damage source to magic

Former/Future Guise

🔗

Expression

Patterns:
  • [the] (former|past|old) [state] [of] %~objects%
  • %~objects% ere [the event]
  • [the] (future|to-be|new) [state] [of] %~objects%
  • %~objects%(-to-be| hence[(forth| the event)])
Since: 1.1
Return Type: Object
Doth represent the value of an expression ere an event came to pass, or the value it shall assume directly after the event, e.g. the old or new level respectively in a level change event.
Note: The past, future and present guises of an expression art sometimes called 'time states' of an expression.
Note 2: If thou dost not specify whether to employ the past or future guise of an expression that hath different values, its default value shall be used, which is customarily the value after the event.

Examples:

on teleport:
    former world was "world_nether" # or 'world was'
    world will be "world" # or 'world hence the event is'

on tool change:
    past tool is an axe
    the tool henceforth the event will be air

on weather change:
    set {weather::%world%::old} to past weather
    set {weather::%world%::current} to the new weather

Fortune of Plunder Context

🔗

Expression

Patterns:
  • [the] plunder[ing] [context] fortune [value|factor] [of %loot contexts%]
  • %loot contexts%'[s] plunder[ing] [context] fortune [value|factor]
Since: 2.10
Return Type: float
Returneth the fortune of a loot context as a float. This doth represent the luck potion effect that an entity may possess.

Examples:

set {_luck} to plundering fortune value of {_context}

set {_context} to a plunder context at player:
    set plundering fortune value to 10
    set plunderer to player
    set plundered entity to last spawned pig

Fragment of Text

🔗

Expression

Patterns:
  • [the] (portion|sub[ ](text|string)) of %texts% (between|from) [ind(ex|ices)|character[s]] %number% (and|to) [(index|character)] %number%
  • [the] (first|last) [%number%] character[s] of %texts%
  • [the] %number% (first|last) characters of %texts%
  • [the] character[s] at [(index|position|indexes|indices|positions)] %numbers% (in|of) %texts%
Since: 2.1, 2.5.2 (character at, multiple strings support)
Return Type: Text
Extracteth a portion of a text. Thou mayest obtain the first <x> characters, the last <x> characters, the character at index <x>, or the characters betwixt indices <x> and <y>. The indices <x> and <y> should lie between 1 and the length of the text (other values shall be fitted into this range).

Examples:

set {_s} to the first 5 characters of the text argument

message "%portion of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console

set {_characters::*} to characters at 1, 2 and 7 in player's display name

send the last character of all players' names

Free / Greatest / Total Memory

🔗

Expression

Patterns:
  • [the] [server] (free|max[imum]|total) (memory|ram)
Since: 2.8.0
Return Type: double
The free, utmost, or total memory of the server in Megabytes.

Examples:

while player is online:
    send action bar "Memory remaining: %free memory%/%max memory%MB" to player
    wait 5 ticks

Frost Duration

🔗

Expression

Patterns:
Since: 2.7
Return Type: Timespan
How long an entity hath lingered within powdered snow.

Examples:

player's frost duration is less than 3 seconds:
    send "Thou art upon the verge of freezing!" to the player

Function

🔗

Expression

Patterns:
  • [the|a] function [named] %text% [(in|from) %script%]
  • [the] functions [named] %texts% [(in|from) %script%]
  • [all [[of] the]|the] functions (in|from) %script%
Since: 2.10
Return Type: Function
Obtaineth a function by its given name, which may thence be invoked.

Examples:

set {_function} to the function named "myFunction"

run {_function} with arguments 13 and true

Furnace Durations

🔗

Expression

Patterns:
  • [the] [furnace] cook[ing] time [of %blocks%]
  • %blocks%'[s]cook[ing] time
  • [the] [furnace] total cook[ing] time [of %blocks%]
  • %blocks%'[s]total cook[ing] time
  • [the] [furnace] fuel burn[ing] time [of %blocks%]
  • %blocks%'[s]fuel burn[ing] time
Since: 2.10
Return Type: Timespan
The cook time, total cook time, and burn time of a furnace. Each may be altered.

  • cook time: The measure of time an item hath been smelting.

  • total cook time: The full measure of time required to complete the smelting of an item.

  • burn time: The measure of time remaining for the present fuel ere another fuel be consumed.

Examples:

set the cooking time of {_block} to 10

set the total cooking time of {_block} to 50

set the fuel burning time of {_block} to 100

on smelt:
    if the fuel slot is charcoal:
        add 5 seconds to the fuel burn time

Furnace Event Wares

🔗

Expression

Patterns:
  • [the] (smelted item|result[ item])
  • [the] extracted item[s]
  • [the] smelting item
  • [the] burned (fuel|item)
Since: 2.10
Return Type: Item
Representeth the sundry items within furnace happenings.
Only 'smelting item' may be altered.

Examples:

on furnace smelt:
    broadcast smelted item
    # Or 'result'

on furnace extract:
    broadcast extracted item

on fuel burn:
    broadcast burned fuel

on smelting commenceth:
    broadcast smelting item
    clear smelting item

Furnace Receptacle

🔗

Expression

Patterns:
  • [the] (ore|input) slot[s] [of %blocks%]
  • %blocks%'[s] (ore|input) slot[s]
  • [the] fuel slot[s] [of %blocks%]
  • %blocks%'[s] fuel slot[s]
  • [the] (result|output) slot[s] [of %blocks%]
  • %blocks%'[s] (result|output) slot[s]
Since: 1.0, 2.8.0 (syntax rework)
Return Type: Slot
A receptacle of a furnace, that is to say, the ore, fuel, or result slot therein.

Examples:

set the fuel slot of the clicked block to a lava bucket

set the block's ore slot to 64 iron ore

clear the result slot of the block

on smelt:
    if the fuel slot is charcoal:
        add 5 seconds to the burn time

Game Effects Furnished with Data

🔗

Expression

Patterns:
  • [record] song (of|using) %item type%
  • [dispenser] black smoke effect [(in|with|using) [the] direction] %direction%
  • [dispenser] white smoke effect [(in|with|using) [the] direction] %direction%
  • %item type/block data% [foot]step[s] sound [effect]
  • %color% [splash] potion break effect
  • %color% instant [splash] potion break effect
  • compost[er] [fill[ing]] (succe(ss|ed)|fail[ure|ed]) sound [effect]
  • villager plant grow[th] effect [(with|using) %number% particles]
  • [fake] bone meal effect [(with|using) %number% particles]
  • (electric|lightning[ rod]|copper) spark effect [(in|using|along) the (x|y|z) axis]
  • sculk (charge|spread) effect [(with|using) data %integer%]
  • [finish] brush[ing] %item type/block data% effect
  • trial spawner detect[ing|s] [%number%] player[s] effect
  • ominous trial spawner detect[ing|s] [%number%] player[s] effect
  • [ominous] trial spawner spawn[ing] [mob] effect
  • [ominous] trial spawner spawn[ing] [mob] effect with sound
  • bee growth effect [(with|using) %number% particles]
  • [ominous] [trial] vault activate effect
  • [ominous] [trial] vault deactivate effect
  • trial spawner become[ing] [not] ominous effect
  • [ominous] trial spawner spawn[ing] item effect
  • place turtle egg effect [(with|using) %number% particles]
  • [mace] smash attack effect [(with|using) %number% particles]
Since: 2.14
Return Type: Game Effect
Fashioneth game effects that do require some further intelligence, such as colours, particle counts, or block data. Game effects consist of combinations of particles and/or sounds employed within Minecraft, such as the bone meal particles, the sound of footsteps upon a specific block, or the particles and sound of shattering a splash potion. Game effects not present herein require no data and may be found within the Game Effect type. Data requirements do vary from version to version, thus these documents art only accurate for the most recent Minecraft version at the time of release.

Examples:

conjure compost success sound effect unto player

Gather-Up Tarrying

🔗

Expression

Patterns:
Since: 2.7
Return Type: Timespan
The measure of time that must pass ere a dropped item may be gathered up by an entity.

Examples:

drop diamond sword at {_location} without velocity

set gather up tarrying of last dropped item to 5 seconds

Gaze Distance of Client

🔗

Expression

Patterns:
  • [the] client gaze distance[s] of %players%
  • %players%'[s] client gaze distance[s]
Since: 2.5
Requirements: 1.13.2+
Return Type: long
The view distance as set upon the client. It cannot be altered. This differeth from the server-side view distance of a player, as it shall retrieve the view distance the player hath set upon their own client.

Examples:

set {_clientView} to the client gaze distance of player

set view distance of player to client gaze distance of player

Gaze Reach

🔗

Expression

Patterns:
Since: 2.4, 2.11 (worlds)
Return Type: integer
The gaze reach of a world or a player.
The gaze reach of a player is the distance in chunks dispatched by the server unto the player.This hath naught to do with client-side gaze reach settings.
Gaze reach is confined betwixt 2 and 32 chunks.

Examples:

set gaze reach of player to 10

add 50 to the gaze reach of world "world"

reset the gaze reach of player

clear the gaze reach of world "world"

Greatest Endurance

🔗

Expression

Patterns:
Since: 2.5, 2.9.0 (change)
Requirements: Minecraft 1.20.5+ (custom amount)
Return Type: integer
The utmost durability of an item. Alteration requireth Minecraft 1.20.5+
Note: 'delete' shall strip the max durability from the item (rendering it proof against wear). Deletion requireth Paper 1.21+

Examples:

maximum endurance of diamond sword

if max endurance of player's tool is not 0: # Item doth suffer wear

set max endurance of player's tool to 5000

add 5 to max endurance of player's tool

reset max endurance of player's tool

delete max endurance of player's tool

Greatest Frost Duration

🔗

Expression

Patterns:
Since: 2.7
Return Type: Timespan
The utmost span of time an entity may abide within powdered snow ere suffering harm.

Examples:

difference between player's frost time and player's max frost time is less than 1 second:
    send "thou art upon the verge of freezing!" to the player

Greatest Gathering of Players

🔗

Expression

Patterns:
  • [the] [(true|default)|(false|shown|displayed)] max[imum] player[s] [count|amount|number|size]
  • [the] [(true|default)|(false|shown|displayed)] max[imum] (count|amount|number|size) of players
Since: 2.3, 2.7 (modify max real players)
Return Type: integer
The tally of max players permitted. This may be altered within a server list ping event alone.
'true max players' returneth the veritable count of max players upon the server and may be modified on Paper 1.16 or later.

Examples:

on server list ping:
    set the max players count to (online players count + 1)

Greatest Item Employment Duration

🔗

Expression

Patterns:
  • [the] max[imum] [item] employ(ment|age) (time|duration) of %item stacks%
  • %item stacks%'[s] max[imum] [item] employ(ment|age) (time|duration)
Since: 2.8.0
Return Type: Timespan
Returneth the utmost span an item may be employed ere the action concludeth.For instance, it requireth 1.6 seconds to quaff a potion, or 1.4 seconds to load an unenchanted crossbow.
Certain items, such as bows and shields, bear no limit upon their employment. They shall return 1 hour.

Examples:

on right click:
    broadcast max employment duration of player's tool

Greatest Minecart Swiftness

🔗

Expression

Patterns:
  • [the] max[imum] minecart (swiftness|velocity) of %entities%
  • %entities%'[s] max[imum] minecart (swiftness|velocity)
Since: 2.5.1
Return Type: Number
The utmost swiftness of a minecart.

Examples:

on right click on minecart:
    set max minecart swiftness of event-entity to 1

Greatest Stack Measure

🔗

Expression

Patterns:
Since: 2.1, 2.10 (changeable, inventories)
Requirements: Spigot 1.20.5+ (changeable)
Return Type: integer
The utmost stack size of an item (e.g. 64 for torches, 16 for buckets, 1 for swords, etc.) or inventory.
In 1.20.5+, the maximum stack size of items may be set to any integer from 1 to 99, and stacked unto the maximum stack size of the inventory wherein they reside.

Examples:

send "Thou canst hold %max stack size of player's tool% of %type of player's tool% in a slot." to player

set the maximum stack size of inventory of all players to 16

add 8 to the maximum stack size of player's tool

reset the maximum stack size of {_gui}

Greatest Vigour

🔗

Expression

Patterns:
Since: 2.0
Return Type: Number
The utmost health of an entity, e.g. 10 for a player.

Examples:

on join:
    set the maximum vigour of the player to 100

spawn a giant
set the last spawned entity's max vigour to 1000

Guest Ledger

🔗

Expression

Patterns:
  • [the] guest[ ]ledger
Since: 2.5.2, 2.9.0 (delete)
Return Type: Offline Player
An expression for obtaining and amending the server's guest ledger.
Players may be inscribed upon or stricken from the guest ledger.
The guest ledger may be enabled or disabled by setting it to true or false respectively.

Examples:

set the guest ledger to false

add all players to guest ledger

reset the guest ledger

Guild

🔗

Expression

Patterns:
Since: 2.2-dev35
Requirements: Vault, a permission plugin that supports Vault
Return Type: Text
The primary guild or all guilds of a player. This expression doth require Vault and a compatible permissions plugin to be installed.
If thou dost employ LuckPerms, ensure vault integration be enabled within the LuckPerms configurations.

Examples:

on join:
    broadcast "%guild of player%" # this be the player's primary guild
    broadcast "%guilds of player%" # these be all of the player's guilds

Harm

🔗

Expression

Patterns:
  • [the] (harm|damage)
Since: 1.3.5, 2.8.0 (item damage event)
Return Type: Number
How much harm is wrought in an entity/vehicle/item damage event.
For entity damage events, perchance disregarding armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart).
For items, 'tis the measure of durability harm the item shall suffer.

Examples:

on item damage:
    event-item is any tool
    clear damage # unbreakable tools as the harm shall be 0

on damage:
    increase the harm by 2

Harm Amount of Realm Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: double
The measure of harm a player doth suffer per second for each block they stand beyond the boundary plus the boundary buffer.
Players suffer harm only when beyond the realm's boundary, and the harm value cannot be less than 0.

Examples:

set realm boundary harm amount of {_worldborder} to 1

Harmed Item

🔗

Expression

Patterns:
Since: 2.4
Return Type: Item Type
Directly visiteth harm upon an item. In MC versions 1.12.2 and lower, this may be employed to apply data values to items and blocks.

Examples:

give player diamond sword with damage value 100

set player's tool to diamond hoe harmed by 250

give player diamond sword with damage 700 named "BROKEN SWORD"

set {_item} to diamond hoe with damage value 50 named "SAD HOE"

Hatching Creature Type

🔗

Expression

Patterns:
  • [the] hatching creature [type]
Since: 2.7
Return Type: Entity Type
The manner of creature that shall be hatched in a Player Egg Throw event.

Examples:

on player egg throw:
    set the hatching creature type to a primed tnt

Hatching Number

🔗

Expression

Patterns:
  • [the] hatching number
Since: 2.7
Return Type: byte
The count of creatures that shall be hatched in a Player Egg Throw event.
Pray note that no more than 127 creatures may be hatched at once.

Examples:

on player egg throw:
    set the hatching number to 10

Head Location

🔗

Expression

Patterns:
Since: 2.0
Return Type: Location
The location of an entity's head, most useful for players and, for example, looping blocks in the player's line of sight.
Pray note that this location is only true for entities whose head resteth precisely above their centre, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs, nor cows.

Examples:

set the block at the player's head to air

set the block in front of the player's eyes to glass

loop blocks in front of the player's head:

Heart of Realm Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: Location
The heart of a realm boundary.

Examples:

set realm boundary heart of {_worldborder} to location(10, 0, 20)

Heart of a Location

🔗

Expression

Patterns:
  • [the] (middle|center) [point] of %location%
  • %location%'[s] (middle|center) [point]
Since: 2.6.1
Return Type: Location
Returneth the middle or centre of a location. In other words, yieldeth the centre of the X, Z coordinates and the floor value of the Y coordinate of a location.

Examples:

command /stuck:
    executable by: players
    trigger:
        teleport player to the center of player's location
        send "Thou art no longer ensnared."

Hex Code

🔗

Expression

Patterns:
  • [the] hex[adecimal] code of %colors%
  • %colors%'[s] hex[adecimal] code
Since: 2.14
Return Type: Text
Returns the hexadecimal value representing the given color(s). The hex value of a colour does not contain a leading #, just the RRGGBB value. For those looking for hex values of numbers, see the asBase and fromBase functions.

Examples:

send formatted "<#%hex code of rgb(100, 10, 10)%>darker red" to all players

Horse Taming Spirit

🔗

Expression

Patterns:
Since: 2.10
Return Type: integer
Getteth and/or setteth the (max) taming measure of a horse.
The taming measure of a horse is how near the beast standeth to becoming gentle — the higher the measure, the closer it draws to docility (must lie betwixt 1 and the max taming measure of the horse).
The max taming measure of a horse is how long it shall take ere the horse becometh tame (must be greater than 0).

Examples:

function domesticateAndTame(horse: entity, p: offline player, i: int = 10):
    add {_i} to taming spirit of {_horse}
    if taming spirit of {_horse} >= max taming spirit of {_horse}:
        tame {_horse}
        set tamer of {_horse} to {_p}

Host Name

🔗

Expression

Patterns:
  • [the] (host|domain)[ ][name]
Since: 2.6.1
Return Type: Text
The hostname employed by the connecting player to reach the server in a connect event.

Examples:

on connect:
    hostname is "testers.example.com"
    send "Welcome back, good tester!"

Hotbar Button

🔗

Expression

Patterns:
  • [the] hotbar button
Since: 2.5
Return Type: long
The hotbar button pressed upon in an inventory click event.

Examples:

on inventory click:
    send "Thou didst press hotbar button %hotbar button%!"

Hotbar Slot

🔗

Expression

Patterns:
  • [the] [([presently] chosen|current)] hotbar slot[s] [of %players%]
  • %players%'[s] [([presently] chosen|current)] hotbar slot[s]
Since: 2.2-dev36
Return Type: Slot
The presently chosen hotbar slot.
To retrieve its number, employ the Slot Index expression.
Use future and past tense to obtain the former slot in an item change event; see the example.

Examples:

message "%player's current hotbar slot%"

set player's presently chosen hotbar slot to slot 4 of player

send "index of player's current hotbar slot = 1" # second slot from the left

on item held change:
    if the presently chosen hotbar slot was a diamond:
        set the presently chosen hotbar slot to slot 5 of player

Hour of the Realm

🔗

Expression

Patterns:
  • [the] hour[s] [([with]in|of) %worlds%]
  • %worlds%'[s] hour[s]
Since: 1.0
Return Type: Time
The time of a world.
Employ the "minecraft timespan" syntax to alter the hour according to Minecraft's temporal intervals.
Since Minecraft doth use discrete intervals for time (ticks), altering the hour by real-world minutes or seconds shall change it only approximately.
Subtracting an amount of time from a world's hour shall advance the clock forward by a day.

Examples:

set hour of world "world" to 2:00

add 2 minecraft hours to hour of world "world"

add 54 real seconds to hour of world "world" # approximately 1 minecraft hour

Hover List

🔗

Expression

Patterns:
  • [the] [custom] [player|server] (hover|sample) ([message] list|message)
  • [the] [custom] player [hover|sample] list
Since: 2.3
Return Type: Text
The list that doth appear when one hovers upon the player counts of the server in the server list.
This may be altered using texts or players within a server list ping event only.Adding players to the list doth mean adding the names of said players.
And mark well that, for example, shouldst there be 5 online players (including the feigned online count) upon the server and the hover list be set to 3 values, Minecraft shall display "... and 2 more ..." at the list's end.in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.

Examples:

on server list ping:
    clear the hover list
    add "&aWelcome to the &6Minecraft &aserver!" to the hover list
    add "" to the hover list # A blank line
    add "&cThere are &6%online players count% &conline players!" to the hover list

Hue Of

🔗

Expression

Patterns:
Since: 1.2, 2.10 (displays)
Return Type: Color
The hue of an item, entity, block, firework flourish, or text display.
This may also be employed to tint chat messages with "<%hue of ...%>this text is tinted!".
Pray note that firework flourishes support setting, adding, removing, resetting, and deleting; text displays support setting and resetting; and items, entities, and blocks do only support setting, and only for most scarce items/blocks.

Examples:

on click on wool:
    if event-block is tagged with minecraft tag "wool":
        message "This wool block is <%hue of block%>%hue of block%<reset>!"
        set the hue of the block to black

Hued / Unhued

🔗

Expression

Patterns:
  • (hue-|hued )%texts%
  • (adorn-|adorned )%texts%
  • (un|non)[-](hue-|hued |adorn-|adorned )%texts%
Since: 2.0
Return Type: Text
Doth parse <colour>s and, if it please thee, chat styles in a message, or doth strip
any hues and chat styles from the message. Parsing all
chat styles requireth this expression to be employed upon the selfsame line with
the send effect.

Examples:

on chat:
    set message to hued message # Safe; only hues get parsed

command /fade <player>:
    trigger:
        set display name of the player-argument to unhued display name of the player-argument

command /format <text>:
    trigger:
        message adorned text-argument # Safe, for we send unto whomsoever invoked this command

Hues of a String

🔗

Expression

Patterns:
  • [all [of the|the]|the] string hue[s] [code[s]] of %texts%
  • [the] first string hue[s] [code[s]] of %texts%
  • [the] last string hue[s] [code[s]] of %texts%
Since: 2.11
Return Type: Object
Retrieveth the first, the last, or all colour objects or colour codes dwelling within a string.
The retrieved colour codes of the string shall be formatted with the colour symbol.

Examples:

set {_colors::*} to the string hues of "<red>hey<blue>yo"

set {_color} to the first string hue code of "&aGoodbye!"
send "%{_color}%Howdy!" to all players

IP Address

🔗

Expression

Patterns:
  • IP[s][( |-)address[es]] of %players%
  • %players%'[s] IP[s][( |-)address[es]]
  • IP[( |-)address]
Since: 1.4, 2.2-dev26 (when used in connect event), 2.3 (when used in server list ping event)
Return Type: Text
The IP address of a player, or the connected soul in a connect event, or the one who doth ping in a server list ping event.

Examples:

ban the IP address of the player")
broadcast "Banned the IP %IP of player%"

on connect:
    log "[%now%] %player% (%ip%) hath connected to the server."

on server list ping:
    send "%IP-address%" to the console

Implement in Hand

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Item
Returneth the item the entities art presently employing (that is: the victuals they consume, the bow they draw back, and so forth). This cannot be altered. Should an entity not be employing any item, this shall return null.

Examples:

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

Implement in Hand

🔗

Expression

Patterns:
Since: 1.0
Return Type: Slot
The item an entity doth hold in their main or off hand.

Examples:

player's implement is tagged with minecraft tag "pickaxes"

player's off hand implement is a shield

set implement of all players to a diamond sword

set offhand implement of target entity to a bow

Indestructible Wares

🔗

Expression

Patterns:
Since: 2.2-dev13b, 2.9.0 (breakable)
Return Type: Item Type
Createth breakable or indestructible copies of the given items.

Examples:

set {_item} to unbreakable iron sword

give breakable {_weapon} to all players

Index of the Slot

🔗

Expression

Patterns:
  • [the] [(raw|unique)] index of %slots%
  • %slots%'[s] [(raw|unique)] index
Since: 2.2-dev35, 2.8.0 (raw index)
Return Type: long
The index of an inventory slot. Other manners of slots may or may not possess indices. Mark well that comparing slots with numbers is also possible; if the index of a slot be the same as the number, the comparison succeedeth. This expression serveth chiefly for those cases where thou must for some reason preserve the slot numbers.

Raw index of a slot is unique unto the view, see Minecraft Wiki

Examples:

if index of event-slot is 10:
    send "Thou hast purchased a pie!"

if display name of player's top inventory is "Custom Menu": # 3 rows inventory
    if raw index of event-slot > 27: # outside custom inventory
        cancel event

Indices of Value

🔗

Expression

Patterns:
  • [the] [first|last|all] (position[s]|indices|index[es]) of [[the] value] %texts% in %text%
  • [the] [first|last|all] position[s] of [[the] value] %objects% in %~objects%
  • [the] [first|last|all] (indices|index[es]) of [[the] value] %objects% in %~objects%
Since: 2.1, 2.12 (indices, positions of list)
Return Type: Object
Obtain the first, last, or all positions of a character (or text) within another text using 'positions of %texts% in %text%'. Naught is returned when the value doth not appear in the text.Positions range from 1 to the length of the text (inclusive).

Using 'indices/positions of %objects% in %objects%', thou canst obtain the indices or positions of a list wherein the value at that index matcheth the provided value.Indices are supported only for keyed expressions (e.g. variable lists) and shall return the string indices of the given value.Positions may be used with any list and shall return the numerical position of the value in the list, counting upward from 1.Additionally, naught is returned if the value is not found within the list.

Whether string comparison respecteth case or not may be configured in Skript's config file.

Examples:

set {_first} to the first position of "@" in the text argument
if {_s} contains "abc":
    set {_s} to the first (position of "abc" in {_s} + 3) characters of {_s}
    # removes everything after the first "abc" from {_s}

set {_list::*} to 1, 2, 3, 1, 2, 3
set {_indices::*} to indices of the value 1 in {_list::*}
# {_indices::*} is now "1" and "4"

set {_indices::*} to all indices of the value 2 in {_list::*}
# {_indices::*} is now "2" and "5"

set {_positions::*} to all positions of the value 3 in {_list::*}
# {_positions::*} is now 3 and 6

set {_otherlist::bar} to 100
set {_otherlist::hello} to "hi"
set {_otherlist::burb} to 100
set {_otherlist::tud} to "hi"
set {_otherlist::foo} to 100

set {_indices::*} to the first index of the value 100 in {_otherlist::*}
# {_indices::*} is now "bar"

set {_indices::*} to the last index of the value 100 in {_otherlist::*}
# {_indices::*} is now "foo"

set {_positions::*} to all positions of the value 100 in {_otherlist::*}
# {_positions::*} is now 1, 3 and 5

set {_positions::*} to all positions of the value "hi" in {_otherlist::*}
# {_positions::*} is now 2 and 4

Indices of a Ledger

🔗

Expression

Patterns:
  • [(the|all [[of] the])] (indexes|indices) of %~objects%
  • %~objects%'[s] (indexes|indices)
  • [sorted] (indices|indexes) of %~objects% in (ascending|descending) order
  • [sorted] %~objects%'[s] (indices|indexes) in (ascending|descending) order
Since: 2.4 (indices), 2.6.1 (sorting)
Return Type: Text
Returneth all the indices of a list variable, optionally ordered by their values.
To sort the indices, all objects within the list must be comparable;
Otherwise, this expression shall merely return the unsorted indices.

Examples:

set {l::*} to "some", "cool" and "values"
broadcast "%indices of {l::*}%" # result is 1, 2 and 3", "
set {_leader-board::first} to 17
set {_leader-board::third} to 30
set {_leader-board::second} to 25
set {_leader-board::fourth} to 42
set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order
broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth
set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order
broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first

Infinity

🔗

Expression

Patterns:
  • positive (infinity|∞) [value]
  • ∞ [value]
  • infinity value
  • value of [positive] (infinity|∞)
Since: 2.2-dev32d
Return Type: double
A number representing positive infinity.

Examples:

if {_number} is infinity:

Inscription

🔗

Expression

Patterns:
Since: 2.1
Return Type: Text
The lore inscribed upon an item.

Examples:

set the 1st line of the item's lore to "&lt;orange&gt;Excalibur Reforged"

Inscription Of

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
Returneth or altereth the inscription of displays.
Pray note that presently thou mayest only employ Skript chat codes when running Paper.

Examples:

set inscription of the last spawned text display to "example"

Inscription Upon the Sign

🔗

Expression

Patterns:
  • [the] line %number% [of %block%]
  • [the] (1st|first|2nd|second|3rd|third|4th|fourth) line [of %block%]
Since: 1.3
Return Type: Text
A line of text upon a sign. It may be changed, yet remember well that there existeth a limit of 16 characters per line (including colour codes that consume 2 characters each).

Examples:

on rightclick on sign:
    line 2 of the clicked block is "[Heal]":
        heal the player
    set line 3 to "%player%"

Instigator's Inventory

🔗

Expression

Patterns:
  • [the] [event-]initiator[( |-)inventory]
Since: 2.8.0
Return Type: Inventory
Returneth the initiator inventory in an on inventory item move event.

Examples:

on inventory item move:
    holder of event-initiator-inventory is a chest
    broadcast "Item transport transpiring at %location at holder of event-initiator-inventory%!"

Interaction Stature/Breadth

🔗

Expression

Patterns:
  • [the] interaction (stature|breadth)[s] [of %entities%]
  • %entities%'[s] interaction (stature|breadth)[s]
Since: 2.14
Return Type: Number
Returneth the stature or breadth of an interaction entity's bounding form. Both do default to 1. The breadth of the bounding form determineth the x/z measures.

Examples:

set interaction stature of last spawned interaction to 5.3

set interaction breadth of last spawned interaction to 2

Interpret

🔗

Expression

Patterns:
  • %text% interpreted as (%*type%|"<.*>")
Since: 2.0
Return Type: Object
Interpreteth text as a given type, or according to a given pattern.
This expression may be employed in two manners: One which interpreteth the entire text as a single instance of a type, e.g. as a number, and one that interpreteth the text according to a pattern.
If the given text could not be interpreted, this expression shall return nothing and the parse error shall be set if some intelligence is available.
Some notes upon interpreting with a pattern:
- The pattern must needs be a Skript pattern, e.g. percent signs are employed to define where to interpret which types, e.g. place a %number% or %items% in the pattern if thou expectest a number or sundry items there.
- Thou must needs save the expression's value in a list variable, e.g. set {parsed::*} to message interpreted as "...".
- The list variable shall contain the interpreted values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index shall be a list variable, e.g. the values shall be stored in {parsed::1::*}, not {parsed::1}.

Examples:

set {var} to line 1 interpreted as number

on chat:
    set {var::*} to message interpreted as "buying %items% for %money%"
    if parse error is set:
        message "%parse error%"
    else if {var::*} is set:
        cancel event
        remove {var::2} from the player's balance
        give {var::1::*} to the player

Interpretation Error

🔗

Expression

Patterns:
  • [the] [last] [parse] error
Since: 2.0
Return Type: Text
The error which caused the last interpretation to fail, which perchance may not be set if a pattern was employed and the pattern matched not the provided text at all.

Examples:

set {var} to line 1 interpreted as integer
if {var} is not set:
    parse error is set:
        message "<red>Line 1 is invalid: %last parse error%"
    else:
        message "<red>Prithee place an integer upon line 1!"

Inventory Action

🔗

Expression

Patterns:
  • [the] inventory action
Since: 2.2-dev16
Return Type: Inventory Action
The inventory action of an inventory event. Pray click upon the link for further knowledge.

Examples:

inventory action is pickup all

Inventory Closing Cause

🔗

Expression

Patterns:
  • [the] inventory clos(e|ing) (reason|cause)
Since: 2.8.0
Return Type: Inventory Close Reasons

Examples:

on inventory close:
    inventory closing reason is teleport
    send "Thine inventory was shut by virtue of teleportation!" to player

Inventory Keeper/Beholders/Rows/Chambers

🔗

Expression

Patterns:
  • (keeper[s]|beholders|[number of] rows|[number of] chambers) of %inventories%
  • %inventories%'[s] (keeper[s]|beholders|[number of] rows|[number of] chambers)
Since: 2.2-dev34, 2.5 (slots)
Return Type: Object
Fetcheth the number of rows/chambers, beholders and keeper of an inventory.

NOTE: The 'beholders' expression returneth a list of players viewing the inventory. Prithee note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.

Examples:

event-inventory's number of rows

keeper of player's top inventory

{_inventory}'s beholders

Inventory Slot

🔗

Expression

Patterns:
Since: 2.2-dev24
Return Type: Slot
Representeth a slot within an inventory. It may be employed to alter the item therein as well.

Examples:

if slot 0 of player is air:
    set slot 0 of player to 2 stones
    remove 1 stone from slot 0 of player
    add 2 stones to slot 0 of player
    clear slot 1 of player

Item

🔗

Expression

Patterns:
  • [the] item
Since: unknown (before 2.1)
Return Type: Item
The item concerned in an event, e.g. in a drop, dispense, pickup, or craft occasion.

Examples:

on dispense:
    item is a clock
    set the time to 6:00

Item Component - Likeness

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Item Component
Procure a likeness of an item component from an item. Any alterations wrought upon the likeness shall not be manifest upon the original item.

Examples:

set {_component} to the item component likeness of (the equippable component of {_item})

Item Cooldown

🔗

Expression

Patterns:
Since: 2.8.0
2.12 (cooldown group)
Requirements: MC 1.21.2 (cooldown group)
Return Type: Timespan
Obtaineth the present cooldown of a provided item for a player. Should the provided item bear a cooldown group component, the cooldown of said group shall take precedence. Otherwise the cooldown of the item's material shall be employed.

Examples:

on right click using stick:
    set item cooldown of player's tool for player to 1 minute
    set item cooldown of stone and grass for all players to 20 seconds
    reset item cooldown of cobblestone and dirt for all players

Item Display Transmutation

🔗

Expression

Patterns:
  • [the] item [display] transform [of %displays%]
  • %displays%'[s] item [display] transform
Since: 2.10
Return Type: Item Display Transforms
Returns or changes the item display transform of item displays.

Examples:

set the item transform of the last spawned item display to first person left handed

set the item transform of the last spawned item display to no transform # Restore to default

Item Flags

🔗

Expression

Patterns:
Since: 2.10
Return Type: Item Flag
The item flags of an item. May be altered at thy discretion.

Examples:

set item flags of player's tool to hide enchants and hide attributes

add hide potion effects to item flags of player's held item

remove hide enchants from item flags of {legendary sword}

Item Quantity

🔗

Expression

Patterns:
Since: 2.2-dev24
Return Type: long
The quantity of an item stack.

Examples:

send "Thou dost possess %item amount of player's tool% %player's tool% within thine hand!" to player

Item with Item Banners

🔗

Expression

Patterns:
Since: 2.10, 2.11 (all itemflags)
Return Type: Item Type
Createth a new item adorned with the specified item banners.

Examples:

give player diamond sword with item banners hide enchants and hide attributes

set {_item} to player's tool with item banner hide additional tooltip

give player torch with hide placed on item banner

set {_item} to diamond sword with all item banners

Keyed

🔗

Expression

Patterns:
Since: 2.12
Return Type: Object
This expression doth explicitly convey the keys of an expression alongside its values.
For instance, when setting a list variable or passing an expression unto a function.

Examples:

set {_first::foo} to "value1"
set {_first::bar} to "value2"
set {_second::*} to keyed {_first::*}
# {_second::foo} is "value1" and {_second::bar} is "value2"

function indices(objects: objects) returns strings:
    return indices of {_objects::*}

on load:
    set {_list::foo} to "value1"
    set {_list::bar} to "value2"
    set {_list::baz} to "value3"

    broadcast indices({_list::*}) # "1", "2", "3"
    broadcast indices(keyed {_list::*}) # "foo", "bar", "baz"

function plusOne(numbers: numbers) returns numbers:
    loop {_numbers::*}:
        set {_numbers::%loop-index%} to loop-value + 1
    return {_numbers::*}

on load:
    set {_numbers::foo} to 1
    set {_numbers::bar} to 2
    set {_numbers::baz} to 3

    set {_result::*} to keyed plusOne(keyed {_numbers::*})
    # {_result::foo} is 2, {_result::bar} is 3, {_result::baz} is 4

Kind Of

🔗

Expression

Patterns:
Since: 1.4, 2.5.2 (potion effect), 2.7 (block datas), 2.10 (enchantment type)
Return Type: Object
The kind of a block, item, entity, inventory, potion effect, or enchantment type.
Kinds of items, blocks, and block datas art item types akin unto them, yet bearing amounts
of one, no display names, and upon Minecraft 1.13 and newer editions, remaining undamaged.
Kinds of entities and inventories art entity types and inventory types known unto Skript.
Kinds of potion effects art potion effect types.
Kinds of enchantment types art enchantments.

Examples:

on rightclick on an entity:
    message "This be a %kind of clicked entity%!"

Laden Plugins

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] [loaded] plugins
Since: 2.7
Return Type: Text
An expression to procure a list of the names of the server's laden plugins.

Examples:

if the loaded plugins contains "Vault":
    broadcast "This server doth employ the Vault plugin!"

send "Plugins (%size of loaded plugins%): %plugins%" to player

Last Assailant

🔗

Expression

Patterns:
  • [the] last assailant of %entity%
  • %entity%'[s] last assailant
Since: 2.5.1
Return Type: Entity
The last block or entity that did strike upon an entity.

Examples:

send "%last assailant of event-entity%"

Last Demise Location

🔗

Expression

Patterns:
Since: 2.10
Return Type: Location
Obtaineth the last demise location of a player, or offline player, if such knowledge be available.
It may also be set, reset, and deleted if the player doth presently walk the server.

Examples:

set {_loc} to the last demise location of player

teleport player to last demise location of (random element out of all players)

Last Ensnared Errors

🔗

Expression

Patterns:
  • [the] last ensnared [run[ ]time] errors
Since: 2.12
Return Type: Text
Obtaineth the last ensnared runtime errors from a 'catch runtime errors' section.

Examples:

catch runtime errors:
    set worldborder center of {_border} to location(0, 0, NaN value)
if last ensnared runtime errors contains "Your location can't have a NaN value as one of its components":
    set worldborder center of {_border} to location(0, 0, 0)

Last Interacting Soul

🔗

Expression

Patterns:
  • [the] last player[s] to (attack|interact with|click [on]) %entities%
  • [the] last player[s] (who|that) (attacked|interacted with|clicked [on]) %entities%
Since: 2.14
Return Type: Offline Player
Returneth the last player to assail (strike with left hand), or engage (gesture with right hand) an interaction entity. Should 'click on' or 'clicked on' be employed, this shall yield the last player to either assail or engage the entity, whichever transpired most recently.

Examples:

kill the last player that attacked the last spawned interaction

feed the last player who interacted with {_i}

Last Intercourse Date

🔗

Expression

Patterns:
  • [the] last (date|time)[s] [that|when] %entities% (were|was) (attacked|interacted with|clicked [on])
Since: 2.14
Return Type: Date
Returneth the date of the last assault (a strike of the left hand), or engagement (a gesture of the right hand) upon an interaction entity. Employing 'clicked on' shall yield the most recent of either assault or engagement.

Examples:

if the last time {_interaction} was clicked < 5 seconds ago

Last Laden Server Icon

🔗

Expression

Patterns:
  • [the] [last[ly]] laden server icon
Since: 2.3
Return Type: Server Icon
Returneth the last laden server icon conjured by the load server icon effect.

Examples:

set {server-icon} to the last laden server icon

Last Resource Pack Reply

🔗

Expression

Patterns:
  • [the] [last] resource pack reply[s] of %players%
  • %players%'[s] [last] resource pack reply[s]
Since: 2.4
Return Type: Resource Pack State
Returneth the last resource pack reply received from a player.

Examples:

if player's last resource pack reply is deny or download fail:

Last Summoned Entity

🔗

Expression

Patterns:
  • [the] [last[ly]] (summoned|loosed) %*entity type%
  • [the] [last[ly]] let fall (item)
  • [the] [last[ly]] (conjured|struck) (lightning)
  • [the] [last[ly]] (launched|deployed) (firework)
Since: 1.3 (spawned entity), 2.0 (shot entity), 2.2-dev26 (dropped item), 2.7 (struck lightning, firework)
Return Type: Entity
Holdeth the entity that was most recently summoned by the spawn effect (section), let fall by the drop effect, loosed by the shoot effect, or conjured by the lightning effect.Pray note that even though thou canst summon multiple creatures at once (e.g. with 'spawn 5 creepers'), only the last summoned creature is preserved and may be used.Shouldst thou summon an entity, loose a projectile, and let fall an item, thou canst however access all of them together.

Examples:

spawn a priest
set {healer::%summoned priest%} to true

shoot an arrow from the last summoned entity
ignite the loosed projectile

drop a diamond sword
push last let fall item upwards

teleport player to last struck lightning

delete last launched firework

Last Wound

🔗

Expression

Patterns:
Since: 2.5.1
Return Type: Number
The last wound that was dealt unto an entity. Mark well that altering it doth not deal more nor less harm.

Examples:

set last wound of event-entity to 2

Last Wound's Cause

🔗

Expression

Patterns:
Since: 2.2-Fixes-V10
Return Type: Damage Cause
The cause of the last wound dealt unto an entity.

Examples:

set last wound cause of event-entity to fire tick

Last/First Arrival

🔗

Expression

Patterns:
Since: 2.5
Return Type: Date
When a player did last or first arrive upon the server. 'last arrival' doth require Paper to obtain the true last arrival, else it shall report the last time they were seen upon the server.

Examples:

command /onlinefor:
    trigger:
        send "Thou hast been present for %difference between player's last arrival and now%."
        send "Thou first graced this server %difference between player's first arrival and now% ago."

Lettering of Text

🔗

Expression

Patterns:
  • %texts% in (upper|lower)[ ]case
  • (upper|lower)[ ]case %texts%
  • capitali(s|z)ed %texts%
  • %texts% in [(lenient|strict) ](proper|title)[ ]case
  • [(lenient|strict) ](proper|title)[ ]case %texts%
  • %texts% in [(lenient|strict) ]camel[ ]case
  • [(lenient|strict) ]camel[ ]case %texts%
  • %texts% in [(lenient|strict) ]pascal[ ]case
  • [(lenient|strict) ]pascal[ ]case %texts%
  • %texts% in [(lower|upper|capital|screaming)[ ]]snake[ ]case
  • [(lower|upper|capital|screaming)[ ]]snake[ ]case %texts%
  • %texts% in [(lower|upper|capital)[ ]]kebab[ ]case
  • [(lower|upper|capital)[ ]]kebab[ ]case %texts%
Since: 2.2-dev16 (lowercase and uppercase), 2.5 (advanced cases)
Return Type: Text
A rendition of the given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, or Kebab-Case.

Examples:

"Oops!" in lowercase # oops!

"oops!" in uppercase # OOPS!

"hellO i'm steve!" in proper case # HellO I'm Steve!

"hellO i'm steve!" in strict proper case # Hello I'm Steve!

"spAwn neW boSs ()" in camel case # spAwnNeWBoSs()

"spAwn neW boSs ()" in strict camel case # spawnNewBoss()

"geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer()

"geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber()

"Hello Player!" in snake case # Hello_Player!

"Hello Player!" in lower snake case # hello_player!

"Hello Player!" in upper snake case # HELLO_PLAYER!

"What is your name?" in kebab case # What-is-your-name?

"What is your name?" in lower kebab case # what-is-your-name?

"What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME?

Level of the Sea

🔗

Expression

Patterns:
Since: 2.5.1
Return Type: long
Obtaineth the sea level of a world.

Examples:

send "The sea level in your world is %sea level in player's world%"

Locale Bearing Yaw and Pitch

🔗

Expression

Patterns:
Since: INSERT VERSION
Return Type: Location
Returneth the given locations bearing the specified yaw and/or pitch.

Examples:

set {_location} to player's location bearing yaw 0 and pitch 0

Locale of Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Location
Returneth the locale of plunder from a loot context.

Examples:

set {_player} to player
set {_context} to a plunder context at player:
    if {_player} is in "world_nether":
        set plundering locale to location of last spawned pig
send plundering locale of {_context} to player

Loop Tally

🔗

Expression

Patterns:
  • [the] loop(-| )(tally|iteration)[-%*number%]
Since: 2.8.0
Return Type: long
Returneth the loop's present iteration tally (for both ordinary and while loops).

Examples:

while player is online:
    give player 1 stone
    wait 5 ticks
    if loop-tally > 30:
        stop loop

loop {top-balances::*}:
    if loop-iteration <= 10:
        broadcast "#%loop-iteration% %loop-index% hath $%loop-value%"

Loop'd Value

🔗

Expression

Patterns:
  • [the] [current] loop-<.+>
  • [the] next loop-<.+>
  • [the] previous loop-<.+>
Since: 1.0, 2.8.0 (loop-counter), 2.10 (previous, next)
Return Type: Object
Returneth the foregoing, present, or ensuing looped value.

Examples:

# Countdown
loop 10 times:
    message "%11 - loop-number%"
    wait a second

# Generate a 10x10 floor made of randomly coloured wool beneath the player
loop blocks from the block below the player to the block 10 east of the block below the player:
    loop blocks from the loop-block to the block 10 north of the loop-block:
        set loop-block-2 to any wool

loop {top-balances::*}:
    loop-iteration <= 10
    send "#%loop-iteration% %loop-index% hath $%loop-value%"

loop shuffled (integers between 0 and 8):
    if all:
        previous loop-value = 1
        loop-value = 4
        next loop-value = 8
    then:
         kill all players

Lowest/Highest Firmament Block

🔗

Expression

Patterns:
  • [the] (highest|lowest) [solid] block (at|of) %locations%
  • %locations%'[s] (highest|lowest) [solid] block
Since: 2.2-dev34, 2.9.0 (lowest solid block, 'non-air' option removed, additional syntax option)
Return Type: Block
An expression to obtain the lowest or highest solid (impassable) block at a given locale.
Pray note that the y-coordinate of the location is not regarded in this expression.

Examples:

teleport the player to the block above the highest block at the player

set the highest solid block at the player's location to the lowest solid block at the player's location

Luminance Level

🔗

Expression

Patterns:
Since: 1.3.4
Return Type: byte
Obtaineth the luminance level at a certain location, which rangeth from 0 to 15.
It may be divided into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, and the like). The total luminance of a block is the greater of the two different light types.

Examples:

# set vampire players standing in bright sunlight on fire
every 5 seconds:
    loop all players:
        {vampire::%uuid of loop-player%} is true
        sun luminance level at the loop-player is greater than 10
        ignite the loop-player for 5 seconds

Lunar Countenance

🔗

Expression

Patterns:
  • [the] (lunar|moon) phase[s] of %worlds%
  • %worlds%'[s] (lunar|moon) phase[s]
Since: 2.7
Return Type: Moon Phase
The present phase of the moon within a world.

Examples:

if moon phase of player's world is full moon:
    send "Beware the wolves upon this night!"

Manner of Play

🔗

Expression

Patterns:
  • [the] manner[ ]of[ ]play of %players%
  • %players%'[s] manner[ ]of[ ]play
Since: 1.0
Return Type: Game Mode
The manner of play of a player. (Gamemodes)

Examples:

player's manner of play is survival

set the player's manner of play to creative

Master of the Skull

🔗

Expression

Patterns:
Since: 2.9.0, 2.10 (of items)
Return Type: Offline Player
The owner of a player skull—the soul to whom the head doth belong.

Examples:

set {_owner} to the skull owner of event-block

set skull owner of {_block} to "Njol" parsed as offlineplayer

set head owner of player's tool to {_player}

Maturity of Block/Entity

🔗

Expression

Patterns:
Since: 2.7
Return Type: integer
Returneth the maturity or greatest maturity of blocks, and maturity for entities (there be no greatest maturity for entities).
For blocks, 'Maturity' doth represent the sundry stages of growth through which a crop-like block may pass.A value of 0 doth indicate the crop was freshly sown, whilst a value equal to 'maximum maturity' doth indicate the crop is ripe and ready for the harvest.
For entities, 'Maturity' doth represent the time remaining ere they become full-grown, and it be in the negative, ascending to 0 which doth signify adulthood,e.g. A calf doth require 20 minutes to become a bull, which equateth to 24,000 ticks, so its maturity shall be -24000 upon spawning.

Examples:

# Set targeted crop to fully grown crop
set maturity of targeted block to maximum maturity of targeted block

# Spawn a baby cow that will only need 1 minute to become an adult
spawn a baby cow at player
set maturity of last spawned entity to -1200 # in ticks = 60 seconds

Maximum Double Value

🔗

Expression

Patterns:
  • [the] max[imum] double value
Since: 2.13
Return Type: double
A number representing the maximum value of a double number type.

Examples:

if {_number} >= maximum double value:

Maximum Float Value

🔗

Expression

Patterns:
  • [the] max[imum] float value
Since: 2.13
Return Type: float
A number representing the maximum value of a float number type.

Examples:

if {_number} >= maximum float value:

Maximum Integer Value

🔗

Expression

Patterns:
  • [the] max[imum] integer value
Since: 2.13
Return Type: integer
A number representing the maximum value of an integer number type.

Examples:

if {_number} >= maximum integer value:

Maximum Long Value

🔗

Expression

Patterns:
  • [the] max[imum] long value
Since: 2.13
Return Type: long
A number representing the maximum value of a long number type.

Examples:

if {_number} >= maximum long value:

Measure of Text

🔗

Expression

Patterns:
Since: 2.1
Return Type: long
The measure of a text, in number of characters therein.

Examples:

set {_l} to measure of the string argument

Mending Amount

🔗

Expression

Patterns:
  • [the] mend[ing] amount
Since: 2.5.1
Return Type: double
The measure of health restored in a heal event.

Examples:

on player healing:
    increase the mending amount by 2
    remove 0.5 from the mending amount

Mending Reason

🔗

Expression

Patterns:
  • [the] (restoration|health regain|mend[ing]) (reason|cause)
Since: 2.5
Return Type: Heal Reason

Examples:

on heal:
    mending reason is satiated
    send "Thou hast supped enough and regained thy full vigour!"

Mending Restoration Amount

🔗

Expression

Patterns:
  • [the] [mending] restoration amount
Since: 2.5.1
Return Type: long
The number of durability points an item is to be restored in a mending event.
Altering the restoration amount shall affect how much experience is bestowed upon the player after mending.

Examples:

on item mend:
    set the mending restoration amount to 100

Midpoint Betwixt

🔗

Expression

Patterns:
Since: 2.13
Return Type: Object
Obtain the midpoint betwixt two vectors or two locations within the selfsame world.

Examples:

set {_center} to the midpoint betwixt location(0, 0, 0) and location(10, 10, 10)
set {_centerBlock} to the block at {_center}

set {_midpoint} to the mid-point betwixt vector(20, 10, 5) and vector(3, 6, 9)

Mine Own Self

🔗

Expression

Patterns:
  • me
  • mine[self]
Since: 2.1.1
Return Type: Player
A 'me' expression that may be employed solely within players' effect commands.

Examples:

!heal me

!kick mineself

!give a diamond axe to me

Minecart Derailed / Airborne Velocity

🔗

Expression

Patterns:
  • [the] [minecart] (derailed|airborne) velocity of %entities%
  • %entities%'[s] [minecart] (derailed|airborne) velocity
Since: 2.5.1
Return Type: Vector
The velocity of a minecart upon the instant it hath been derailed or upon the instant it taketh flight.

Examples:

on right click on minecart:
    set derailed velocity of event-entity to vector 2, 10, 2

Minimum Double Value

🔗

Expression

Patterns:
  • [the] min[imum] double value
Since: 2.13
Return Type: double
A number representing the minimum value of a double number type.

Examples:

if {_number} <= minimum double value:

Minimum Float Value

🔗

Expression

Patterns:
  • [the] min[imum] float value
Since: 2.13
Return Type: float
A number representing the minimum value of a float number type.

Examples:

if {_number} <= minimum float value:

Minimum Integer Value

🔗

Expression

Patterns:
  • [the] min[imum] integer value
Since: 2.13
Return Type: integer
A number representing the minimum value of an integer number type.

Examples:

if {_number} <= minimum integer value:

Minimum Long Value

🔗

Expression

Patterns:
  • [the] min[imum] long value
Since: 2.13
Return Type: long
A number representing the minimum value of a long number type.

Examples:

if {_number} <= minimum long value:

Missive

🔗

Expression

Patterns:
  • [the] [chat( |-)]message
  • [the] (join|log[ ]in)( |-)message
  • [the] (quit|leave|log[ ]out|kick)( |-)message
  • [the] death( |-)message
  • [the] broadcast(-|[ed] )message
Since: 1.4.6 (chat message), 1.4.9 (join & quit messages), 2.0 (death message), 2.9.0 (clear message), 2.10 (broadcasted message)
Return Type: Text
The (chat) missive of a chat event, the greeting of a join event, the farewell of a quit event,the death proclamation of a death event, or the heralded message in a broadcast event.This expression proveth most useful when altered.

Examples:

on chat:
    player has permission "admin"
    set message to "&c%message%"

on first join:
    set join message to "Welcome %player% to our most wondrous server!"

on join:
    player has played before
    set join message to "Welcome back, %player%!"

on quit:
    if {vanish::%player's uuid%} is set:
        clear quit message
    else:
        set quit message to "%player% hath departed this wondrous server!"

on death:
    set the death message to "%player% hath perished!"

on broadcast:
    set broadcast message to "&a[PROCLAMATION] %broadcast message%"

Moisture

🔗

Expression

Patterns:
  • [the] moisture[(s)] of %blocks%
  • %blocks%'[s] moisture[(s)]
Since: 2.2-dev35
Return Type: Number
The moisture of given blocks.

Examples:

set {_humidity} to event-block's moisture

Most Proximate Entity

🔗

Expression

Patterns:
Since: 2.7
Return Type: Entity
Obtaineth the entity most proximate unto a location or another entity.

Examples:

kill the nearest pig and cow relative to player

teleport player to the nearest cow relative to player

teleport player to the nearest entity relative to player

on click:
    kill nearest pig

NaN

🔗

Expression

Patterns:
  • NaN [value]
  • value of NaN
Since: 2.2-dev32d
Return Type: double
A number representing an undefined value. NaN occurs as a result of illegal math, like dividing 0 by 0.
NaN is deliberately not equal to any other number, including itself.

Examples:

if {_number} is not {_number}:

if isNaN({_number}) is true:

Name

🔗

Expression

Patterns:
Since: before 2.1
2.2-dev20 (inventory name)
2.4 (non-living entity support, changeable inventory name)
2.7 (worlds)
Return Type: Object
Represents the Minecraft account name of a player, or the custom name of an item, entity, block, inventory, gamerule, world, script or function.

Players: The Minecraft account name of the player. Can't be changed.

Entities: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.

Items: The custom name of the item (not the Minecraft locale name). Can be changed.

Inventories: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.

Gamerules: The name of the gamerule. Cannot be changed.

Worlds: The name of the world. Cannot be changed.

Scripts: The name of a script, excluding its file extension.

Examples:

on join:
    player has permission "name.red"
    set the player's display name to "&lt;red&gt;[admin] &lt;gold&gt;%name of player%"
set the name of the player's tool to "Legendary Sword of Awesomeness"

Nature of the Spawner

🔗

Expression

Patterns:
  • [the] (spawner|entity|creature) type[s] of %blocks%
  • %blocks%'[s] (spawner|entity|creature) type[s]
Since: 2.4, 2.9.2 (trial spawner), 2.12 (delete)
Requirements: Minecraft 1.20.0+ (delete)
Return Type: Entity Type
The entity type of a spawner (mob spawner). Alter the entity type, restore it (pig) or clear it (Minecraft 1.20.0+).

Examples:

on right click:
    if event-block is a spawner:
        send "The spawner's nature is %spawner type of event-block%" to player

set the creature type of {_spawner} to a trader llama

reset {_spawner}'s entity type # Pig

clear the spawner type of {_spawner} # Minecraft 1.20.0+

Negative Infinity

🔗

Expression

Patterns:
  • (-|minus |negative )(infinity|∞) [value]
  • value of (-|minus |negative )(infinity|∞)
Since: 2.2-dev32d
Return Type: double
A number representing negative infinity.

Examples:

if {_number} is -infinity:

New Line

🔗

Expression

Patterns:
  • nl
  • new[ ]line
  • line[ ]break
Since: 2.5
Return Type: Text
Returns a line break separator.

Examples:

send "Hello%nl%Goodbye!" to player

Newly Brewed Potion Effect

🔗

Expression

Patterns:
Since: 2.5.2
2.14 (syntax changes, infinite duration support)
Return Type: skriptpotioneffect
Conjure a new potion effect that may be bestowed upon an entity or item type.

Examples:

set {_potion} to a potion effect of speed 2 for 10 minutes:
    hide the effect's icon
    hide the effect's particles

add strength 5 to the potion effects of the player's tool

apply invisibility to the player for 5 minutes:
    hide the effect's particles

add a potion effect of speed 1 to the potion effects of the player

# conjures a potion effect with the properties of an existing potion effect
set {_potion} to a potion effect of slowness wrought from the player's speed effect

Newly Brewed Potion Effect

🔗

Expression

Patterns:
Since: 2.5.2
2.14 (syntax changes, infinite duration support)
Return Type: skriptpotioneffect
Conjure a new potion effect that may be bestowed upon an entity or item type.

Examples:

set {_potion} to a potion effect of speed 2 for 10 minutes:
    hide the effect's icon
    hide the effect's particles

add strength 5 to the potion effects of the player's tool

apply invisibility to the player for 5 minutes:
    hide the effect's particles

add a potion effect of speed 1 to the potion effects of the player

# conjures a potion effect with the properties of an existing potion effect
set {_potion} to a potion effect of slowness wrought from the player's speed effect

Nocked Arrow or Drawn Bow

🔗

Expression

Patterns:
  • [the] (readied|drawn|nocked) (shaft|bow)
Since: 2.8.0
Return Type: Item
The bow or arrow in a Ready Arrow event.

Examples:

on player ready arrow:
    drawn bow's name is "Spectral Bow"
    if nocked shaft is not a spectral arrow:
        cancel event

Number Of

🔗

Expression

Patterns:
Since: 1.0
2.13 (numbers of)
Return Type: Object
The number of something. Using 'number of {list::*}' will return the length of the list, so if you want the numbers of the things inside the lists, use 'numbers of {list::*}'.

Examples:

message "There are %number of all players% players online!"

Numbers

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] (numbers|integers|decimals) (betwixt|from) %number% (and|to) %number%
Since: 1.4.6 (integers & numbers), 2.5.1 (decimals)
Return Type: Number
All numbers betwixt two given numbers, most useful for looping.
Employ 'numbers' if thy start is not an integer and thou wouldst keep the fractional part of the start number constant, or employ 'integers' if thou desirest only to loop integers.
Thou mayest also employ 'decimals' if thou wouldst use the decimal precision of the start number.
Thou mayest wish to employ the 'times' expression instead, for instance 'loop 5 times:'

Examples:

loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5

loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5

loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4

Offering

🔗

Expression

Patterns:
  • offering
  • %*type% offering
  • offering index
Since: 2.2-dev36, 2.9.0 (input index)
Return Type: Object
Representeth the offering in a filter expression or sort effect.
For example, shouldst thou run 'broadcast "something" and "something else" where [offering is "something"]
the condition would be tested twice, employing "something" and "something else" as the offerings.
The 'offering index' pattern may be used when acting upon a variable to access the index of the offering.

Examples:

send "congrats on being staff!" to all players where [offering has permission "staff"]

sort {_list::*} based on length of offering index

On-screen Banishment Message

🔗

Expression

Patterns:
  • [the] on-screen banishment message
Since: 2.12
Return Type: Text
The banishment message that is displayed upon the screen when a player is expelled from the server.

Examples:

on kick:
    on-screen banishment message is "Invalid hotbar selection (Hacking?)"
    cancel event

Online Player Count

🔗

Expression

Patterns:
  • [the] [((true|default)|(false|shown|displayed))] [online] player (count|amount|number)
  • [the] [((true|default)|(false|shown|displayed))] (count|amount|number|size) of online players
Since: 2.3
Return Type: long
The tally of players presently online. This may be altered in a server list ping event only, so as to display a false count of online souls.
true online player count shall always return the veridical count of online players and cannot be altered.

Examples:

on server list ping:
    # This shall render the max players count 5 if there be 4 players online.
    set the false max players count to (online player count + 1)

Pages of the Tome

🔗

Expression

Patterns:
Since: 2.2-dev31, 2.7 (changers)
Return Type: Text
The pages of a book (Supporteth Skript's chat format)
Note: In order to modify the pages of a newly writ book, thou must have the title and author
of the book set. Skript shall do this for thee, but if thou desirest thine own, pray set those values.

Examples:

on book sign:
    message "Book Pages: %pages of event-item%"
    message "Book Page 1: %page 1 of event-item%"

set page 1 of player's held item to "Book writing"

Panda Lineage

🔗

Expression

Patterns:
Since: 2.11
Return Type: Gene
The main or hidden lineage of a panda, revealing its inborn nature.

Examples:

if the main lineage of last spawned panda is lazy:
    set the main lineage of last spawned panda to playful

Particle Bearing Offset, Distribution, or Velocity

🔗

Expression

Patterns:
Since: 2.14
Return Type: Particle
Applieth a particular offset unto a particle. Offsets art treated as distributions if particle count be greater than 0. Offsets art treated as velocity or some other special behaviour if particle count be 0. Setting distribution or velocity by this method may alter the particle count to 1 or 0 respectively.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

render an electric spark particle bearing a velocity of vector(1,2,3) at player

render 12 red dust particles bearing a distribution of vector(1,2,1) at player's head location

Particle Bearing Swiftness / Extra Value

🔗

Expression

Patterns:
  • %particles% bearing ([a] particle swiftness [value]|[an] extra value) [of] %number%
Since: 2.14
Return Type: Particle
Applieth a particular 'swiftness' or 'extra' value unto a particle. This value is employed in divers ways depending upon the particle, but in general it: * acteth as the swiftness at which the particle moveth if the particle count be greater than 0. * acteth as a multiplier to the particle's offset if the particle count be 0.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

render an electric spark particle bearing a particle swiftness of 0 at player

render 12 red dust particles bearing an extra value of 0.4 at player's head location

Particle Count

🔗

Expression

Patterns:
Since: 2.14
Return Type: Number
Setteth how many particles to render. Particle count doth bear influence upon how the 'offset' and 'extra' values of a particle apply. Offsets art treated as distributions if particle count be greater than 0. Offsets art treated as velocity or some other special behaviour if particle count be 0.

This doth mean that setting the particle count may alter how thy particle behaveth. Take heed!

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

render 7 blue dust particles at player

Particle Distribution

🔗

Expression

Patterns:
Since: 2.14
Return Type: Vector
Determineth the normal distribution within which particles may be rendered. The distribution is defined by a vector of x, y, and z standard deviations.

Particles shall be randomly drawn according to these values, clustering towards the centre. 68% of particles shall fall within 1 standard deviation, 95% within 2, and 99.7% within three. The region wherein the particles shall spawn may be roughly estimated as being within 2 times the standard deviation upon each axis.

For example, a distribution of 1, 2, and 1 would spawn particles within roughly 2 blocks upon the x and z axes, and within 4 blocks upon the y axis.

Pray note that distributions take effect only if the particle count be greater than 0! Particles with counts of 0 possess no distributions. If the particle count be 0, the offset is treated differently depending upon the particle.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

set the particle distribution of {_my-particle} to vector(1, 2, 1)

Particle Offset

🔗

Expression

Patterns:
Since: 2.14
Return Type: Vector
Determineth the offset value for a particle. Offsets art treated as distributions if particle count be greater than 0. Offsets art treated as velocity or some other special behaviour if particle count be 0. Setting distribution or velocity by this method may alter the particle count to 1 or 0 respectively.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

set the particle offset of {_my-particle} to vector(1, 2, 1)

Particle Swiftness / Extra Value

🔗

Expression

Patterns:
  • [the] (particle swiftness [value]|extra value) of %particles%
  • %particles%'[s] (particle swiftness [value]|extra value)
Since: 2.14
Return Type: Number
Determineth the particular 'swiftness' or 'extra' value of a particle. This value is employed in divers ways depending upon the particle, but in general it: * acteth as the swiftness at which the particle moveth if the particle count be greater than 0. * acteth as a multiplier to the particle's offset if the particle count be 0.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

set the extra value of {_my-flame-particle} to 2

set the particle swiftness of {_my-flame-particle} to 0

Particles Furnished with Data

🔗

Expression

Patterns:
Since: 2.14
Return Type: Particle
Fashioneth particles that do require some further intelligence, such as colours, locations, or block data. Particles not present herein require no data and may be found within the Particle type. Data requirements do vary from version to version, thus these documents art only accurate for the most recent Minecraft version at the time of release. For example, betwixt 1.21.8 and 1.21.9, the 'flash' particle became colourable and now requireth a colour datum.

Examples:

set {blood-effect} to a red dust particle of size 1

render 3 blue trail particles moving to player's target over 3 seconds at player

Particulars of a Span of Time

🔗

Expression

Patterns:
  • [the] ((tick|second|minute|hour|day|week|month|year))s of %time spans%
  • %time spans%'[s] ((tick|second|minute|hour|day|week|month|year))s
Since: 2.9.0
Return Type: long
Retrieve specific particulars of a timespan, such as hours, minutes, and the like.

Examples:

set {_t} to difference between now and {Payouts::players::%uuid of player%::last-date}

send "It hath been %days of {_t}% day(s) since the last disbursement."

Pi

🔗

Expression

Patterns:
  • (pi|π)
Since: 2.7
Return Type: double
Returns the mathematical constant pi. (approx. 3.1415926535)

Examples:

set {_tau} to pi * 2

Ping

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: long
The latency of players, as the Minecraft server doth reckon them. Pray note they shall almost certainly differ from those obtained by ICMP echo requests. This expression is supported only upon certain server software (PaperSpigot).

Examples:

command /ping <player=%player%>:
    trigger:
        send "%arg-1%'s ping is %arg-1's ping%"

Player Chat Completions

🔗

Expression

Patterns:
  • [the] [custom] chat completion[s] of %players%
  • %players%'[s] [custom] chat completion[s]
Since: 2.10
Requirements: Spigot 1.19+
Return Type: Text
The custom chat completion suggestions. Thou mayest add, set, remove, and clear them. Removing the names of players presently online with this expression proveth ineffectual.
This expression shall return naught, owing to Bukkit's limitations.

Examples:

add "Skript" and "Njol" to chat completions of all players

remove "text" from {_p}'s chat completions

clear player's chat completions

Player Input Keys

🔗

Expression

Patterns:
  • [the] [present] (inputs|input keys) of %players%
  • %players%'[s] [present] (inputs|input keys)
Since: 2.10
Requirements: Minecraft 1.21.2+
Return Type: Input Key
Obtain the present input keys of a player.

Examples:

broadcast "%player% doth press %present input keys of player%"

Player Protocol Version

🔗

Expression

Patterns:
Since: 2.6.2
Return Type: integer
The player's protocol version. For further knowledge and a catalogue of protocol versions, pray visit wiki.vg.

Examples:

command /protocolversion <player>:
    trigger:
        send "Protocol version of %arg-1%: %protocol version of arg-1%"

Player Roster Header and Footer

🔗

Expression

Patterns:
  • [the] (player|tab)[ ]list (header|footer) [(text|message)] of %players%
  • %players%'[s] (player|tab)[ ]list (header|footer) [(text|message)]
Since: 2.4
Requirements: Minecraft 1.13 or newer
Return Type: Text
The inscription displayed above and below the player roster within the tab menu.

Examples:

set all players' tab list header to "Welcome to the Server!"

send "%the player's tab list header%" to player

reset all players' tab list header

Players Upon the Roster

🔗

Expression

Patterns:
  • [the] (roster[ed]|listed) players [of %players%]
  • %players%'[s] (roster[ed]|listed) players
Since: 2.13
Return Type: Player
The players displayed upon the tab rosters of the specified players.
`delete` shall remove all online players from the roster.
`reset` shall restore the roster to its default state, rendering all players visible once more.

Examples:

rostered players of player

Plunder Context

🔗

Expression

Patterns:
  • [the] plunder[ ]context
Since: 2.10
Return Type: Loot Context
The plunder context involved in the context creation section.

Examples:

set {_context} to a new plunder context at {_location}:
    broadcast plunder context

Plundered Entity of Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Entity
Returneth the plundered entity of a loot context.

Examples:

set {_entity} to plundered entity of {_context}

set {_context} to a plunder context at player:
    set looting luck value to 10
    set looter to player
    set plundered entity to last spawned pig

Plunderer of Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Player
Returneth the plunderer of a loot context.Mark well that setting the plunderer shall read their tool enchantments (e.g. looting) when bringing forth spoils.

Examples:

set {_killer} to plunderer of {_context}

set {_context} to a plunder context at player:
    set looting luck value to 10
    set plunderer to player
    set plundered entity to last spawned pig

Portal

🔗

Expression

Patterns:
  • [the] portal['s] blocks
  • [the] blocks of [the] portal
Since: 2.4
Return Type: Block
The blocks bound unto a portal within the portal creation event.

Examples:

on portal creation:
    loop portal blocks:
        broadcast "%loop-block% doth form part of a portal!"

Portal Cooldown

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Timespan
The measure of time ere an entity may again traverse a portal. By default, 'tis 15 seconds after departing a nether portal or end gateway.
Players in survival or adventure receive a cooldown of half a second, whilst those in creative receive none at all.
Resetting shall restore the cooldown to the default 15 seconds for non-player entities and half a second for players.

Examples:

on portal:
    wait 1 tick
    set portal cooldown of event-entity to 5 seconds

Portion Of

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Number
Returneth a percentage of one or more numbers.

Examples:

set damage to 10% of victim's health

set damage to 125 percent of damage

set {_result} to {_percent} percent of 999

set {_result::*} to 10% of {_numbers::*}

set experience to 50% of player's total experience

Potion Effect - Amplifier

🔗

Expression

Patterns:
  • [the] ([potion] amplifier|potion tier|potion potency)[s] [of %skriptpotioneffects%]
  • %skriptpotioneffects%'[s] ([potion] amplifier|potion tier|potion potency)[s]
Since: 2.7
2.14 (support for potion effect objects, changing)
Return Type: integer
An expression to obtain the amplifier, or potency, of a potion effect.

Examples:

set the amplifier of {_potion} to 10

add 10 to the amplifier of the player's speed effect

Potion Effect - Duration

🔗

Expression

Patterns:
  • [the] ([potion] duration|potion endurance)[s] [of %skriptpotioneffects%]
  • %skriptpotioneffects%'[s] ([potion] duration|potion endurance)[s]
Since: 2.14
Return Type: Timespan
An expression to obtain the duration of a potion effect's tenure.

Examples:

set the duration of {_potion} to 10 seconds

add 10 seconds to the duration of the player's speed effect

Potion Effect Type Designation

🔗

Expression

Patterns:
Since: 2.14
Requirements: Minecraft 1.21+
Return Type: Potion Effect Type Category
An expression to obtain the category of a potion effect type.
That is to say, whether the potion effect type be beneficial, harmful, or of neutral disposition.

Examples:

on entity potion effect alteration:
    if the potion effect type category is harmful:
         message "Thou hast been afflicted with %potion effect type%"

Potion Effect of Entity or Artefact

🔗

Expression

Patterns:
Since: 2.14
Requirements: Paper 1.20.4+ for hidden effects
Return Type: skriptpotioneffect
An expression to obtain a particular potion effect type borne by an entity or item.
When an entity is afflicted by a potion effect yet already possesseth a weaker form of that same type, the lesser version becometh hidden.Should the weaker version endure longer, it doth return once the mightier version hath expired.
NOTE: Hidden effects may not be altered.

Examples:

set {_effect} to the player's active speed effect

add 10 seconds to the player's slowness effect

clear the player's hidden strength effects

reset the player's weakness effects

delete the player's active jump boost effect

Potion Effects of Entity or Artefact

🔗

Expression

Patterns:
Since: 2.5.2, 2.14 (active/hidden support, more change modes)
Requirements: Paper 1.20.4+ for hidden effects
Return Type: skriptpotioneffect
An expression to obtain the active or hidden potion effects borne by an entity or item.
When an entity is afflicted by a potion effect yet already possesseth a weaker form of that same type, the lesser version becometh hidden.Should the weaker version endure longer, it doth return once the mightier version hath expired.
NOTE: Hidden effects may not be altered.
NOTE: Clearing the base potion effects of a potion item is not possible. Shouldst thou desire such, merely set the item to a water bottle.

Examples:

set {_effects::*} to the active potion effects of the player

clear the player's hidden potion effects

add the potion effects of the player to the potion effects of the player's tool

reset the potion effects of the player's tool

remove speed and night vision from the potion effects of the player

Presently Opened Inventory

🔗

Expression

Patterns:
  • [the] (current|open|top) inventory [of %players%]
  • %players%'[s] (current|open|top) inventory
Since: 2.2-dev24, 2.2-dev35 (Just 'current inventory' works in player events)
Return Type: Inventory
Returneth the inventory presently opened by a player.
If no inventory standeth open, it returneth the player's own crafting inventory.

Examples:

set slot 1 of player's current inventory to diamond sword

Proclamation of the Day

🔗

Expression

Patterns:
  • [the] [(default)|(shown|displayed)] (MOTD|proclamation of [the] day)
Since: 2.3
Return Type: Text
The proclamation of the day displayed within the server list.This may be altered within a server list ping event alone.
'default MOTD' returneth the default proclamation evermore and cannot be changed.

Examples:

on server list ping:
    set the proclamation of the day to "Come hither and join!"

Projectile Critical State

🔗

Expression

Patterns:
  • [the] (projectile|arrow) critical (state|ability|mode) of %projectiles%
  • %projectiles%'[s] (projectile|arrow) critical (state|ability|mode)
Since: 2.5.1
Return Type: Boolean
A projectile's critical state. The only projectiles presently accepted are arrows and tridents.

Examples:

on shoot:
    event-projectile is an arrow
    set projectile critical mode of event-projectile to true

Projectile Force

🔗

Expression

Patterns:
  • [the] projectile force
Since: 2.11
Return Type: float
Returneth the vigour with which a projectile was loosed within an entity shoot bow event.

Examples:

on entity shoot projectile:
    set the velocity of shooter to vector(0,1,0) * projectile force

Protocol Version

🔗

Expression

Patterns:
  • [the] [server] [(sent|required|fake)] protocol version [number]
Since: 2.3
Return Type: long
The protocol version that shall be dispatched as the protocol version of the server in a server list ping event.For further knowledge and a catalogue of protocol versions, pray visit wiki.vg.
If this protocol version doth not accord with the protocol version of the client, the client shall behold the version string.
Yet pray note that this expression hath no visible effect upon the version string.For example, if the server employeth PaperSpigot 1.12.2 and thou dost set the protocol version to 107 (1.9),
the version string shall not read "Paper 1.9"; it shall remain "Paper 1.12.2".
But then thou mayest customise the version string as thou dost wish.
Also, if the protocol version of the player exceedeth that of the server, it shall proclaim
"Server out of date!", and if the reverse, "Client out of date!" when one hovers upon the ping bars.

This may be set only within a server list ping event
(increase and decrease effects cannot be employed, for such would be without sense).

Examples:

on server list ping:
    set the version string to "<light green>Version: <orange>%minecraft version%"
    set the protocol version to 0 # 13w41a (1.7) - thus the player shall behold the custom version string nearly always

Quantity of Wares

🔗

Expression

Patterns:
Since: 2.0
Return Type: long
Doth reckon how many of a particular item type reside within a given inventory.

Examples:

message "Thou possessest %number of tag values of minecraft tag "diamond_ores" in the player's inventory% diamond ores within thy inventory."

Quarry

🔗

Expression

Patterns:
Since: 1.4.2, 2.7 (Reset), 2.8.0 (ignore blocks, ray size)
Return Type: Entity
For players, this is the entity upon which the crosshair doth rest.
For mobs and experience orbs, this is the entity they pursue or assail (if any).
The 'ray size' and 'ignoring blocks' provisions are only valid for players' quarries.
The 'ray size' provision doth effectively enlarge the area about the crosshair wherein an entity may dwell. It accomplisheth this by expanding the bounding volumes of entities by the given measure. Display entities possess a bounding volume of naught, thus employing the 'ray size' provision can prove most helpful when targeting them.
May grasp entities dwelling in unloaded chunks.

Examples:

on entity target:
    if entity's quarry is a player:
        send "Thou art pursued by an %entity%!" to quarry of entity

reset quarry of entity # Renders the entity without a quarry

delete quarried entity of player # for players it shall delete the quarry

delete quarry of last spawned zombie # for entities it shall render them without quarry

Queue (Experimental)

🔗

Expression

Patterns:
  • [a] [new] queue [(of|with) %objects%]
Since: 2.10 (experimental)
Return Type: Queue
Requires the using queues experimental feature flag to be enabled.

Conjureth a new queue. A queue is an ordered procession of elements wherefrom things may be removed from the fore and appended to the rear.

Any value may be added to a queue. Adding a non-existent value (e.g. `{variable that isn't set}`) shall have no effect. This meaneth that removing an element from the queue shall always yield a value unless the queue be empty.

Requesting an element from a queue (e.g. `the 1st element of {queue}`) doth also remove it from the queue.

Examples:

set {queue} to a new queue
add "hello" and "there" to {queue}
broadcast the first element of {queue} # hello
broadcast the first element of {queue} # there
# queue is now empty

set {queue} to a new queue of "hello" and "there"
broadcast the last element of {queue} # removes 'there'
add "world" to {queue}
broadcast the first 2 elements of {queue} # removes 'hello', 'world'

Queue Start/End (Experimental)

🔗

Expression

Patterns:
  • [the] (start|end) of %queue%
  • %queue%'[s] (start|end)
Since: 2.10 (experimental)
Return Type: Object
Requires the using queues experimental feature flag to be enabled.

The first or last element within a queue. Requesting this doth not remove the element from the queue.

This is designed for use with the add changer: to append or remove elements from the start or the end of the queue.

Examples:

set {queue} to a new queue
add "hello" to {queue}
add "foo" to the start of {queue}
broadcast the first element of {queue} # foo
broadcast the first element of {queue} # hello
# queue is now empty

Random

🔗

Expression

Patterns:
Since: 1.4.9
Return Type: Object
Draweth by fortune a random item from a set, e.g. a random player from amongst all players online.

Examples:

give a diamond to a random player out of all players

give a random item out of all items to the player

Random Character

🔗

Expression

Patterns:
  • [a|%integer%] random [alphanumeric] character[s] (from|between) %text% (to|and) %text%
Since: 2.8.0
Return Type: Text
One or more characters drawn by fortune betwixt two given characters. Employ 'alphanumeric' shouldst thou desire only alphanumeric characters.
This expression maketh use of the Unicode numerical code of a character to determine which characters lie between the two given characters.
If strings of more than one character be given, only the first character of each is employed.

Examples:

set {_captcha} to join (5 random characters between "a" and "z") with ""

send 3 random alphanumeric characters between "0" and "z"

Random Numbers

🔗

Expression

Patterns:
  • [a|%integer%] random (integer|number)[s] (from|between) %number% (to|and) %number%
Since: 1.4, 2.10 (Multiple random numbers)
Return Type: Number
A given quantity of random numbers or integers betwixt two given numbers. Employ 'number' shouldst thou desire any number with decimal parts, or employ 'integer' shouldst thou desire only whole numbers.
Pray note that the order of the numbers mattereth not, i.e. random number between 2 and 1 shall serve as well as random number between 1 and 2.

Examples:

set the player's health to a random number between 5 and 10

send "Thou hast rolled a %random integer from 1 to 6%!" to the player

set {_chances::*} to 5 random integers between 5 and 96

set {_decimals::*} to 3 random numbers between 2.7 and -1.5

Random UUID

🔗

Expression

Patterns:
  • [a] random uuid
Since: 2.5.1, 2.11 (return UUIDs)
Return Type: UUID
Returneth a uuid chosen at random by the fates.

Examples:

set {_uuid} to random uuid

Realm

🔗

Expression

Patterns:
Since: 1.0
Return Type: World
The realm wherein the event did transpire.

Examples:

realm is "world_nether"

teleport the player to the realm's spawn

set the clime in the player's realm to rain

set {_realm} to realm of event-chunk

Realm Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: World Border
Obtain the boundary of a realm or a player.
A player's realm boundary doth not persist. Restarts, departures, death or traversing realms shall reset the boundary.

Examples:

set {_border} to realm boundary of player's realm

Realm Environment

🔗

Expression

Patterns:
  • [the] [realm] environment of %worlds%
  • %worlds%'[s] [realm] environment
Since: 2.7
Return Type: World Environment
The environment of a realm

Examples:

if environment of player's world is nether:
    apply fire resistance to player for 10 minutes

Realm from Name

🔗

Expression

Patterns:
  • [the] realm [(christened|bearing the name)] %text%
Since: 2.6.1
Return Type: World
Returneth the realm from a string of characters.

Examples:

realm christened {game::world-name}

the realm "world"

Reason of Begetting

🔗

Expression

Patterns:
  • [the] spawn[ing] cause
Since: 2.3
Return Type: Spawn Reason
The spawn reason within a spawn event — the circumstance by which a creature was brought forth.

Examples:

on spawn:
    spawning cause is reinforcements or breeding
    cancel event

Recursive

🔗

Expression

Patterns:
Since: 2.14
Return Type: Object
Returneth all values of an expression, including those nestled within structures such as lists of lists.

Examples:

on load:
    set {_data::a::b::c} to "value1"
    set {_data::a::b::d} to "value2"
    set {_data::a::e} to "value3"
    set {_data::f} to "value4"

    broadcast recursive {_data::*}
    # broadcasts "value1", "value2", "value3", "value4"

    broadcast recursive indices of {_data::*}
    # broadcasts "a::b::c", "a::b::d", "a::e", "f"

Recursive Size

🔗

Expression

Patterns:
  • [the] recursive (amount|number|size) of %objects%
Since: 1.0
Return Type: long
The recursive size of list.
Returns the recursive size of the list with sublists included, e.g.


{list::*} Structure

├──── {list::1}: 1

├──── {list::2}: 2

│ ├──── {list::2::1}: 3

│ │ └──── {list::2::1::1}: 4

│ └──── {list::2::2}: 5

└──── {list::3}: 6


Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list)
Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!

Examples:

if recursive size of {player-data::*} > 1000:

Redstone Block Might

🔗

Expression

Patterns:
  • [the] redstone might of %blocks%
  • %blocks%'[s] redstone might
Since: 2.5
Return Type: long
The redstone might of a block.

Examples:

if redstone might of targeted block is 15:
    send "This block doth possess great might!"

Reduce

🔗

Expression

Patterns:
  • %objects% (reduced|folded) (to|with|by) \[<.+>\]
  • %objects% (reduced|folded) (to|with|by) \(<.+>\)
Since: INSERT VERSION
Return Type: Object
Reduceth lists unto single values by repeatedly applying an operation.
The reduce expression taketh each element and combineth it with an accumulator value.
Employ 'reduced value' to access the current accumulated value and 'input' for the present element.

Examples:

set {_sum} to {_numbers::*} reduced with [reduced value + input]

set {_product} to {_values::*} reduced with [reduced value * input]

set {_concatenated} to {_strings::*} reduced with ["%reduced value%%input%"]

Reduced Value

🔗

Expression

Patterns:
  • [the] reduced value
  • [the] (accumulator|accumulated) [value]
  • [the] folded value
Since: INSERT VERSION
Return Type: Object
Returneth the current accumulated or reduced value within a reduce expression.
This doth represent the result of all prior reduction operations.
It may only be employed within the reduce expression's operation block.

Examples:

set {_sum} to {_numbers::*} reduced with [reduced value + input]

set {_max} to {_values::*} reduced with [reduced value if reduced value > input else input]

set {_combined} to {_items::*} reduced with ("%reduced value%, %input%")

Remaining Breath

🔗

Expression

Patterns:
Since: 2.0
Return Type: Timespan
How much time a player hath remaining beneath the waters ere they begin to drown.

Examples:

if the player's remaining breath is less than 3 seconds:
    send "Make haste, rise to the surface!" to the player

Rendered Date

🔗

Expression

Patterns:
  • %dates% rendered [for-mortal-eyes] [(with|as) %text%]
  • [for-mortal-eyes] rendered %dates% [(with|as) %text%]
Since: 2.2-dev31, 2.7 (support variables in format)
Return Type: Text
Transformeth a date unto text fit for mortal comprehension. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') shall be employed. For reference, see this Wikipedia article.

Examples:

command /date:
    trigger:
        send "Full date: %now rendered for-mortal-eyes%" to sender
        send "Short date: %now rendered as "yyyy-MM-dd"%" to sender

Rendition

🔗

Expression

Patterns:
  • ([craft]bukkit|minecraft|skript)( |-)rendition
Since: 2.0
Return Type: Text
The rendition of Bukkit, Minecraft or Skript respectively.

Examples:

message "This server doth run Minecraft %minecraft rendition% upon Bukkit %bukkit rendition%"

message "This server is empowered by Skript %skript rendition%"

Rendition String

🔗

Expression

Patterns:
  • [the] [shown|custom] rendition [string|text]
Since: 2.3
Return Type: Text
The text to display if the protocol rendition of the server doth not match the protocol rendition of the client.Thou canst check the protocol version expression for further knowledge upon this matter.
This may only be set within a server list ping event.

Examples:

on server list ping:
    set the protocol version to 0 # 13w41a (1.7), thus it shall display the rendition string always
    set the rendition string to "&lt;light green&gt;Rendition: &lt;orange&gt;%minecraft rendition%"

Repeat of Strings

🔗

Expression

Patterns:
  • %texts% repeated %integer% time[s]
Since: 2.8.0
Return Type: Text
Doth repeat the given strings a specified number of times.

Examples:

broadcast nl and nl repeated 200 times
broadcast "Hello World " repeated 5 times
if "aa" repeated 2 times is "aaaa":
    broadcast "Ahhhh" repeated 100 times

Resonating Duration

🔗

Expression

Patterns:
  • [the] resonat(e|ing) duration of %block%
  • %block%'[s] resonat(e|ing) duration
Since: 2.9.0
Return Type: Timespan
Returneth the resonating duration of a bell.
A bell shall commence its resonance five game ticks after being rung, and shall persist in resonating for forty game ticks.

Examples:

broadcast "The bell hath been resonating for %resonating duration of target block%"

Respawn Anchor Charges

🔗

Expression

Patterns:
  • [the] [max[imum]] charge[s] of %blocks%
  • %blocks%'[s] [max[imum]] charge[s]
Since: 2.7
Requirements: Minecraft 1.16+
Return Type: integer
The charges held within a respawn anchor.

Examples:

set the charges of event-block to 3

Respawn Cause

🔗

Expression

Patterns:
  • [the] respawn[ing] cause
Since: 2.14
Return Type: Respawn Reason
The respawn cause within a respawn event.

Examples:

on respawn:
    if respawn cause is end portal:
        broadcast "%player% hath traversed the end portal unto the overworld!"

Respawn Locale

🔗

Expression

Patterns:
  • [the] respawn location
Since: 2.2-dev35
Return Type: Location
The locale whereupon a player shall respawn. This is employed within the respawn event.

Examples:

on respawn:
    set respawn location to {example::spawn}

Resting Place

🔗

Expression

Patterns:
  • [the] [((safe|proper)|(unsafe|improper))] resting place[s] [locale[s]] of %offline players%
  • %offline players%'[s] [((safe|proper)|(unsafe|improper))] resting place[s] [locale[s]]
Since: 2.0, 2.7 (offlineplayers, safe bed)
Return Type: Location
Returneth the resting place of a player, that is to say, the spawn point of a player shouldst they have e'er slumbered in a bed and the bed still standeth unobstructed; howbeit, thou canst set the unsafe resting place of players and they shall respawn there even if it hath been obstructed or existeth no more, and that be the default comportment of this expression; otherwise thou must needs be particular, i.e. safe resting place locale.

NOTA BENE: Offline players cannot have their resting place altered, only those who walk among us.

Examples:

if resting place of player exists:
    teleport player the the player's resting place
else:
    teleport the player to the world's spawn point

set the resting place locale of player to spawn location of world("world") # unsafe/improper resting place
set the safe resting place locale of player to spawn location of world("world") # safe/proper resting place

Reversed Ledger

🔗

Expression

Patterns:
Since: 2.4, 2.14 (retain indices when looping)
Return Type: Object
Doth reverse the order of the given list.

Examples:

set {_list::*} to reversed {_list::*}

Revolution Axis and Angle

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returneth the axis or angle by which a quaternion shall revolve.
All quaternions may be represented by a revolution of some measure about some axis; thus this expression doth providethe means to obtain that angle or axis.

Examples:

set {_quaternion} to axisAngle(45, vector(1, 2, 3))

send revolution axis of {_quaternion} # 1, 2, 3

send revolution angle of {_quaternion} # 45

set revolution angle of {_quaternion} to 135

set revolution axis of {_quaternion} to vector(0, 1, 0)

Revolved Quaternion or Vector

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Revolveth a quaternion or vector about an axis by a set measure of degrees, or about all three axes at once.
Vectors may only be revolved about the global X/Y/Z axes, or an arbitrary vector axis.
Quaternions art more versatile, permitting revolution about the global or local X/Y/Z axes, arbitrary vectors, or all three local axes at once.
Global axes art those of the Minecraft world. Local axes art relative to the quaternion's present orientation.

Mark well that revolving a quaternion about a vector doth result in a revolution about the local vector, and thus the outcome may defy expectation.For instance, revolving about vector(1, 0, 0) is the selfsame thing as revolving about the local X axis.
The same doth apply to revolutions by all three axes at once.Furthermore, revolving about all three axes of a quaternion or display at once shall proceed in ZYX order, meaning the Z revolution shall be applied first and the X revolution last.

Examples:

set {_new} to {_quaternion} revolved about x axis by 10 degrees

set {_new} to {_vector} revolved about vector(1, 1, 1) by 45

set {_new} to {_quaternion} revolved by x 45, y 90, z 135

Rider

🔗

Expression

Patterns:
Since: 2.0, 2.2-dev26 (Multiple passengers for 1.11.2+)
Return Type: Entity
The rider of a vehicle, or the one mounted upon a mob.
For 1.11.2 and above, it returneth a list of riders and thou mayest employ all changers thereupon.
See also: vehicle

Examples:

riders of the minecart contains a creeper or a cow
the boat's rider contains a pig
add a cow and a zombie to riders of last spawned boat
set riders of player's vehicle to a pig and a horse
remove all pigs from player's vehicle
clear riders of boat

Ringing Duration

🔗

Expression

Patterns:
  • [the] ring[ing] duration of %block%
  • %block%'[s] ring[ing] duration
Since: 2.9.0
Return Type: Timespan
Returneth the ringing duration of a bell.
A bell doth typically ring for fifty game ticks.

Examples:

broadcast "The bell hath been ringing for %ringing duration of target block%"

Roster Name upon the Tablet

🔗

Expression

Patterns:
  • [the] (player|tab)[ ]roster name[s] of %players%
  • %players%'[s] (player|tab)[ ]roster name[s]
Since: before 2.1
Return Type: Text
Representeth the name of a player as it doth appear upon the tab roster.

Examples:

on join:
    player has permission "name.red"
    set the player's tab roster name to "&lt;green&gt;%player's name%"

Rounding of Numbers

🔗

Expression

Patterns:
Since: 2.0
Return Type: long
Doth round numbers in the customary fashion, upward (ceiling) or downward (floor) respectively.

Examples:

set {var} to rounded health of player

set line 1 of the block to "%rounded (1.5 * player's level)%"

add rounded down argument to the player's health

Satiation

🔗

Expression

Patterns:
Since: 2.2-Fixes-v10, 2.2-dev35 (fully modifiable), 2.6.2 (syntax pattern changed)
Return Type: Number
The satiation of a player. If employed within a player event, it may be omitted and shall default to the event-player.

Examples:

set satiation of player to 20

Save For

🔗

Expression

Patterns:
Since: 2.12
Return Type: Object
Filter a list by providing objects to be cast aside.

Examples:

spawn zombie at location(0, 0, 0):
    hide entity from all players save {_player}

set {_items::*} to a copper ingot, an iron ingot and a gold ingot
set {_except::*} to {_items::*} excluding copper ingot

Scale

🔗

Expression

Patterns:
Since: 2.14
Return Type: Object
Represents the physical size/scale of something.
For example, the scale of a display entity would be a vector containing multipliers on its size in the x, y, and z axis.
For a particle effect like the sweeping edge particle, scale is a number determining how large the particle should be.

Examples:

set the scale of {_display} to vector(0,2,0)

set the scale of {_particle} to 1.5

Scoreboard Brands

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] scoreboard brands of %entities%
  • %entities%'[s] scoreboard brands
Since: 2.3
Return Type: Text
Scoreboard brands art simple ledgers of texts stored directly within the data of an entity.
Thus this is a Minecraft matter, not Bukkit, so the brands shall not be removed when the server doth cease. Thou canst visit the Minecraft Wiki for further knowledge.
This is changeable and valid for any manner of entity. Also thou mayest employ the Has Scoreboard Brand condition to ascertain whether an entity beareth the given brands.

Requireth Minecraft 1.11+ (in truth added in 1.9 to the game, yet added in 1.11 to Spigot).

Examples:

on spawn of a monster:
    if the spawn reason is mob spawner:
        add "spawned by a spawner" to the scoreboard brands of event-entity

on death of a monster:
    if the attacker is a player:
        if the victim doesn't have the scoreboard tag "spawned by a spawner":
            add 1$ to attacker's balance

Sea Pickles

🔗

Expression

Patterns:
  • [the] [(min|max)[imum]] [sea] pickle(s| (count|amount)) of %blocks%
  • %blocks%'[s] [(min|max)[imum]] [sea] pickle(s| (count|amount))
Since: 2.7
Return Type: integer
An expression to obtain or alter data pertaining to the pickles upon a sea pickle block.

Examples:

on block break:
    type of block is sea pickle
    send "Hark! This stack of sea pickles contained %event-block's sea pickle count% pickles!"
    send "It could have contained a maximum of %event-block's maximum sea pickle count% pickles!"
    send "It had to have contained at least %event-block's minimum sea pickle count% pickles!"
    cancel event
    set event-block's sea pickle count to event-block's maximum sea pickle count
    send "This vessel shall hold a great many pickles henceforth!!"

Seed of the Treasure Ledger

🔗

Expression

Patterns:
Since: 2.10
Return Type: long
Returneth the seed of a treasure ledger. Setting the seed of a block or entity that beareth no treasure ledger shall avail naught.

Examples:

set {_seed} treasure ledger seed of block

set treasure ledger seed of entity to 123456789

Seed of the World

🔗

Expression

Patterns:
Since: 2.2-dev35
Return Type: long
The seed of a given world. Mark well that it shall be returned as Minecraft internally treateth seeds, not as thou didst specify it in thy world configuration.

Examples:

broadcast "Seed: %seed of player's world%"

Server Crest

🔗

Expression

Patterns:
  • [the] [((default)|(shown|sent))] [server] icon
Since: 2.3
Return Type: Server Icon
The icon of the server upon the server list. It may be set to an icon loaded by means of the
load server icon effect,
or it may be restored to the default icon within a server list ping.
'default server icon' returneth the default server icon (server-icon.png) always and cannot be altered.

Examples:

on script load:
    set {server-icons::default} to the default server icon

Sieve

🔗

Expression

Patterns:
  • %objects% (where|that match) \[<.+>\]
  • %objects% (where|that match) \(<.+>\)
Since: 2.2-dev36, 2.10 (parenthesis pattern)
Return Type: Object
Sieveth a list according to a condition.
For example, shouldst thou run 'broadcast "something" and "something else" where [string input is "something"]',
only "something" would be broadcast, for it alone doth satisfy the condition.

Examples:

send "huzzah upon thy station as staff!" to all players where [player input has permission "staff"]

loop (all blocks in radius 5 of player) where [block input is not air]:

Size

🔗

Expression

Patterns:
Since: 1.0
2.13 (sizes of)
Return Type: Object
The size of something. Using 'size of {list::*}' will return the length of the list, so if you want the sizes of the things inside the lists, use 'sizes of {list::*}'.

Examples:

message "There are %size of all players% players online!"

Skull of the Player

🔗

Expression

Patterns:
Since: 2.0
Return Type: Item Type
Obtaineth a skull item representing a player. Skulls for other creatures art provided by the aliases.

Examples:

give the victim's skull to the attacker

set the block at the entity to the entity's skull

Soaring State

🔗

Expression

Patterns:
Since: 2.2-dev21
Return Type: Boolean
Setteth or fetcheth the soaring state of a player. It doth permit thee to set the gliding state of an entity even shouldst they lack an Elytra upon their person.

Examples:

set soaring of player to off

Spectated Quarry

🔗

Expression

Patterns:
Since: 2.4-alpha4, 2.7 (Paper Spectator Event)
Return Type: Entity
Obtaineth the entity upon which the given players do fix their spectating gaze.

Examples:

on player start spectating of player:
    message "&c%spectated quarry% presently hath %{game::kills::%spectated quarry%}% kills!" to the player

on player stop spectating:
    past spectated quarry was a zombie
    set spectated quarry to the nearest skeleton

Sphere of Blocks

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] blocks in radius %number% [(of|around) %location%]
  • [(all [[of] the]|the)] blocks around %location% in radius %number%
Since: 1.0
Return Type: Block
All blocks within a sphere surrounding a centre, most useful for looping thereupon.

Examples:

loop blocks in radius 5 around the player:
    set loop-block to air

Spoils

🔗

Expression

Patterns:
  • [the] spoils
Since: 1.0
Return Type: Item Type
This expression doth only function within death and harvest events.
In a death event, it shall hold the spoils of the perishing creature.
Spoils may be forestalled by removing them with "remove ... from spoils", e.g. "remove all pickaxes from the spoils", or "clear spoils" if thou desirest no spoils at all.

Examples:

clear spoils

remove 4 planks from the spoils

Spoils of a Block

🔗

Expression

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.15+ ('as %entity%')
Return Type: Item Type
A manifest of the items that shall fall when a block is broken asunder.

Examples:

on break of block:
    give spoils of block using player's tool to player

Spoils of the Loot Table

🔗

Expression

Patterns:
Since: 2.10
Return Type: Item
Returneth the items of a loot table using a loot context.Should no loot context be provided, one shall be conjured with a location at the world's origin.

Examples:

set {_items::*} to spoils of the loot table "minecraft:chests/simple_dungeon" with loot context {_context}
# this shall set {_items::*} to the treasures that would fall from the simple dungeon loot table with the given loot context

give player spoils of entity's loot table with loot context {_context}
# this shall bestow upon the player the items that the entity would yield with the given loot context

Station Progress

🔗

Expression

Patterns:
Since: 2.0
Return Type: Number
The player's progress toward attaining the next station; this representeth the experience bar within the game. Pray note that this value lieth betwixt 0 and 1 (e.g. 0.5 = half the experience bar).
Altering this value may cause the player's station to change if the resulting station progress be negative or greater than 1, e.g. increase the player's station progress by 0.5 shall cause the player to gain a station if their progress exceeded 50%.

Examples:

# employ the exp bar as mana
on rightclick with a blaze rod:
    player's station progress is larger than 0.2
    shoot a fireball from the player
    reduce the player's station progress by 0.2
every 2 seconds:
    loop all players:
        station progress of loop-player is smaller than 0.9:
            increase station progress of the loop-player by 0.1
        else:
            set station progress of the loop-player to 0.99
on xp spawn:
    cancel event

Station of Experience

🔗

Expression

Patterns:
  • [the] [xp|exp[erience]] station [of %players%]
  • %players%'[s] [xp|exp[erience]] station
Since: unknown (before 2.1), 2.13.2 (allow player default)
Return Type: long
The experience station of a player.

Examples:

reduce the victim's station by 1

set the player's station to 0

on level change:
    set {_diff} to future xp station - past exp station
    broadcast "%player%'s station changed by %{_diff}%!"

Steed

🔗

Expression

Patterns:
Since: 2.0
Return Type: Entity
The steed upon which an entity doth ride, if any such mount existeth.
This may verily be any entity, e.g. spider jockeys art skeletons that ride upon a spider, thus the spider is the 'steed' of the skeleton.
See also: passenger

Examples:

set the steed of {game::players::*} to a saddled pig
give {game::players::*} a carrot on a stick

on vehicle enter:
    steed is a horse
    add 1 to {statistics::horseMounting::%uuid of player%}

Stored Creatures Tally

🔗

Expression

Patterns:
  • [the] [max[imum]] [stored] entity count [of %blocks%]
  • %blocks%'[s] [max[imum]] [stored] entity count
Since: 2.11
Return Type: integer
The present number of creatures stored within an entity block storage (i.e. beehive).
The greatest number of creatures an entity block storage may hold.

Examples:

broadcast the stored entity count of {_beehive}

set the maximum entity count of {_beehive} to 20

Strike Cooldown

🔗

Expression

Patterns:
Since: 2.6.1
Requirements: Minecraft 1.15+
Return Type: float
Returneth the present cooldown for a player's strike. This is employed to calculate damage, with 1.0 representing a fully charged blow and 0.0 representing an uncharged blow.
NOTE: Presently this cannot be set to any value.

Examples:

on damage:
    if strike cooldown of attacker < 1:
        set damage to 0
        send "Thy blow was too feeble! Pray wait until thy weapon is fully charged next time." to attacker

Sum of Experience

🔗

Expression

Patterns:
Since: 2.7
Return Type: integer
The total experience, reckoned in points, of players or experience orbs.
Adding unto a player's experience shall invoke Mending, yet setting their experience shall not.

Examples:

set total experience of player to 100

add 100 to player's experience

if player's total experience is greater than 100:
    set player's total experience to 0
    give player 1 diamond

Suspended Entity/Remover

🔗

Expression

Patterns:
  • [the] suspended (entity|remover)
Since: 2.6.2
Return Type: Entity
Returneth the suspended entity or its remover in hanging break and place events.

Examples:

on break of item frame:
    if item of suspended entity is diamond pickaxe:
        cancel event
        if suspended remover is a player:
            send "Thou canst not break that item frame!" to suspended remover

Sustenance Level

🔗

Expression

Patterns:
  • [the] (sustenance|hunger)[[ ](level|met(er|re)|bar)] [of %players%]
  • %players%'[s] (sustenance|hunger)[[ ](level|met(er|re)|bar)]
Since: 1.0
Return Type: Number
The sustenance level of a player, ranging from 0 to 10. Possesseth several aliases: sustenance/hunger level/meter/bar.

Examples:

set the player's sustenance level to 10

Swiftness

🔗

Expression

Patterns:
Since: 2.2-dev31
Return Type: Vector
Obtaineth or altereth the swiftness of an entity or particle.
Setting the swiftness of a particle shall remove its random dispersion and compel it to be a single particle.

Examples:

set player's swiftness to {_v}

set the swiftness of {_particle} to vector(0, 1, 0)

if the vector length of the player's swiftness is greater than 5:
send "Thou art moving with great haste!" to the player

Swiftness

🔗

Expression

Patterns:
  • [the] (walk[ing]|fl(y[ing]|ight))[( |-)]swiftness of %players%
  • %players%'[s] (walk[ing]|fl(y[ing]|ight))[( |-)]swiftness
Since: unknown (before 2.1)
Return Type: Number
A player's walking or flying swiftness. Both may be altered, yet values must lie betwixt -1 and 1 (excessive values shall be constrained to -1 or 1 accordingly). Negative values reverse the direction of movement.
Pray take note that altering a player's swiftness shall change their field of vision, much as potions do.

Examples:

set the player's walk swiftness to 1

increase the argument's flight swiftness by 0.1

Tag

🔗

Expression

Patterns:
  • [minecraft|datapack|paper|(custom|skript)] [item|block|entity [type]] tag %texts%
Since: 2.10
Return Type: Minecraft Tag
Represents a tag which can be used to classify items, blocks, or entities.
Tags are composed of a value and an optional namespace: "minecraft:oak_logs".
If you omit the namespace, one will be provided for you, depending on what kind of tag you're using. For example, `tag "doors"` will be the tag "minecraft:doors", while `paper tag "doors"` will be "paper:doors".
`minecraft tag` will search through the vanilla tags, `datapack tag` will search for datapack-provided tags (a namespace is required here!), `paper tag` will search for Paper's custom tags if you are running Paper, and `custom tag` will look in the "skript" namespace for custom tags you've registered.
You can also filter by tag types using "item", "block", or "entity".

Examples:

minecraft tag "dirt" # minecraft:dirt

paper tag "doors" # paper:doors

tag "skript:custom_dirt" # skript:custom_dirt

custom tag "dirt" # skript:dirt

datapack block tag "dirt" # minecraft:dirt

datapack tag "my_pack:custom_dirt" # my_pack:custom_dirt

tag "minecraft:mineable/pickaxe" # minecraft:mineable/pickaxe

custom item tag "blood_magic_sk/can_sacrifice_with" # skript:blood_magic_sk/can_sacrifice_with

Tag Constituents

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returneth all the values a tag doth contain.
For item and block tags, this shall yield items. For entity tags, it shall yield entity datas (a creeper, a zombie).

Examples:

broadcast tag constituents of minecraft tag "dirt"

broadcast (first element of player's tool's block tags)'s tag contents

Tag Namespaced Key

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
The namespaced key of a minecraft tag. It taketh the form of "namespace:key", e.g. "minecraft:dirt".

Examples:

broadcast namespaced keys of the tags of player's tool

if the key of {_my-tag} is "minecraft:stone":
    return true

Tags of X

🔗

Expression

Patterns:
Since: 2.10
Return Type: Minecraft Tag
Returns all the tags of an item, block, or entity.
`minecraft tag` will return only the vanilla tags, `datapack tag` will return only datapack-provided tags, `paper tag` will return only Paper's custom tags (if you are running Paper), and `custom tag` will look in the "skript" namespace for custom tags you've registered.
You can also filter by tag types using "item", "block", or "entity".

Examples:

broadcast minecraft tags of dirt

send true if paper item tags of target block contains paper tag "doors"

broadcast the block tags of player's tool

Tally of Characters

🔗

Expression

Patterns:
  • tally of upper[ ]case char(acters|s) in %text%
  • tally of lower[ ]case char(acters|s) in %text%
  • tally of digit char(acters|s) in %text%
Since: 2.5
Return Type: long
The tally of uppercase, lowercase, or digit characters within a string.

Examples:

#Simple Chat Filter
on chat:
    if tally of uppercase chars in message / length of message > 0.5
        cancel event
        send "&lt;red&gt;Thy message doth contain too many capital letters!" to player

Tarrying Duration / Remaining Duration / Elapsed Duration / Last Usage / Bypass Permission

🔗

Expression

Patterns:
  • [the] remaining [time] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
  • [the] elapsed [time] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
  • [the] ((cooldown|tarrying) time|[tarrying] time of [the] (cooldown|tarrying) [(of|for) [the] [current] command])
  • [the] last usage [date] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
  • [the] [cooldown] bypass perm[ission] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
Since: 2.2-dev33
Return Type: Object
Usable only within command events. Doth represent the tarrying duration, the remaining time,
the time elapsed, the date of last usage, or the permission to bypass the tarrying period.

Examples:

command /home:
    cooldown: 10 seconds
    cooldown message: Thou last journeyed home %elapsed time% past, thou may journey home anon in %remaining time%.
    trigger:
        teleport player to {home::%player%}

Tether Holder

🔗

Expression

Patterns:
Since: 2.3
Return Type: Entity
The holder of the tether upon a living entity.

Examples:

set {_example} to the tether holder of the target mob

Text Display Alignment

🔗

Expression

Patterns:
Since: 2.10
Return Type: Display Text Alignment
Returns or changes the alignment setting of text displays.

Examples:

set text alignment of the last spawned text display to left aligned

Text Display Line Breadth

🔗

Expression

Patterns:
Since: 2.10
Return Type: integer
Returneth or altereth the line breadth of text displays. The default measure is 200.

Examples:

set the line breadth of the last spawned text display to 300

Text Display Translucency

🔗

Expression

Patterns:
  • [the] [display] [text] translucency [of %displays%]
  • %displays%'[s] [display] [text] translucency
Since: 2.10, 2.14 (0-255)
Return Type: integer
Returneth or altereth the text translucency of text displays. The default is 255, wholly opaque. Values range betwixt 0 and 255. 0 to 3 are treated as 255, meaning wholly opaque. Values from 4 to 26 are wholly transparent, and opacity increaseth linearly thence unto 255. For backward accord, setting negative values betwixt -1 and -128 doth wrap about, so -1 is as 255 and -128 is as 128. Adding or subtracting values shall adjust the translucency within the bounds of 0-255, so subtracting 300 shall always yield a translucency of 0.

Examples:

set the text translucency of the last spawned text display to 0 # fully opaque

set text translucency of all text displays to 255 # fully opaque

set text translucency of all text displays to 128 # semi-transparent

set text translucency of all text displays to 4 # fully transparent

The Archer

🔗

Expression

Patterns:
Since: 1.3.7, 2.11 (entity shoot bow event)
Return Type: Living Entity
The one who loosed the projectile.

Examples:

shooter is a skeleton

The Assailant

🔗

Expression

Patterns:
  • [the] (assailant|damager)
Since: 1.3
Return Type: Entity
The assailant of a damage event, e.g. when a player doth strike a zombie this expression representeth the player.
Pray note that the assailant may also be a block, e.g. a cactus or lava, but this expression shall not be set in such cases.

Examples:

on damage:
    assailant is a player
    health of assailant is less than or equal to 2
    damage victim by 1 heart

The Assailed

🔗

Expression

Patterns:
  • [the] (assailed|damaged|victim) [<(.+)>]
Since: 1.3, 2.6.1 (projectile hit event)
Return Type: Entity
The victim of a damage event, e.g. when a player doth strike a zombie this expression representeth the zombie.When employing Minecraft 1.11+, this doth also encompass the struck entity in a projectile hit event.

Examples:

on damage:
    victim is a creeper
    damage the assailed by 1 heart

The Block of Origin

🔗

Expression

Patterns:
  • [the] source block
Since: 2.7
Return Type: Block
The source block whence the spread doth originate.

Examples:

on spread:
    if the source block is a grass block:
        set the source block to dirt

The Egg

🔗

Expression

Patterns:
  • [the] [hurled] egg
Since: 2.7
Return Type: Projectile
The egg hurled forth in a Player Egg Throw event.

Examples:

spawn an egg at the hurled egg

The Present Moment

🔗

Expression

Patterns:
  • now
Since: 1.4
Return Type: Date
The current system time of the server. Employ time to obtain the Minecraft time of a world.

Examples:

broadcast "Current server time: %now%"

The Script

🔗

Expression

Patterns:
  • [the] [current] script
  • [the] script[s] [named] %texts%
  • [the] scripts in [directory|folder] %text%
Since: 2.0
Return Type: Script
The present script, or a script by its (file) name.
Shouldst the script be enabled or disabled (or reloaded) this reference shall become void.
Therefore, 'tis recommended to obtain a script reference when necessity demands.

Examples:

on script load:
    broadcast "Loaded %the current script%"

on script load:
    set {running::%script%} to true

on script unload:
    set {running::%script%} to false

set {script} to the script named "weather.sk"

loop the scripts in directory "quests/":
    enable loop-value

The Spawn

🔗

Expression

Patterns:
  • [the] spawn[s] [(point|location)[s]] [of %worlds%]
  • %worlds%'[s] spawn[s] [(point|location)[s]]
Since: 1.4.2
Return Type: Location
The spawn point of a world—the place where all souls first draw breath.

Examples:

teleport all players to spawn

set the spawn point of "world" to the player's location

The Spoils

🔗

Expression

Patterns:
  • [the] spoils
Since: 2.7
Requirements: MC 1.16+
Return Type: Item
The spoils that shall be brought forth in a 'loot generate' event.

Examples:

on loot generate:
    chance of %10
    add 64 diamonds to spoils
    send "Thou hast struck the mother lode!!"

The Tamer

🔗

Expression

Patterns:
  • [the] tamer
Since: 2.2-dev25
Return Type: Player
The one who hath tamed a creature. May only be employed within entity tame events. Thou mayest use 'event-entity' to refer to the tamed beast itself.

Examples:

on tame:
    if the tamer is a player:
        send "someone hath tamed a creature!" to console

The Whole Assemblage

🔗

Expression

Patterns:
  • [all [[of] the]|the|every] %*type%
Since: 1.0 pre-5, 2.7 (classinfo)
Return Type: Object
Returneth a list of all the values of a type. Most useful for the purpose of looping.

Examples:

loop all attribute types:
    set loop-value attribute of player to 10
    message "Set attribute %loop-value% to 10!"

Ticks Per Second (TPS)

🔗

Expression

Patterns:
  • tps from [the] last ([1] minute|1[ ]m[inute])
  • tps from [the] last 5[ ]m[inutes]
  • tps from [the] last 15[ ]m[inutes]
  • [the] tps
Since: 2.2-dev36
Return Type: Number
Returneth the 3 most recent TPS readings, much like the /tps command.This expression is only supported upon certain server software (PaperSpigot).

Examples:

broadcast "%tps%"

Ticks of Invulnerability

🔗

Expression

Patterns:
Since: 2.5, 2.11 (deprecated)
Return Type: long
The number of ticks during which an entity remaineth invulnerable unto harm.

Examples:

on damage:
    set victim's invulnerability ticks to 20 #The victim shall suffer no harm for the next second

Time Devoted to Play

🔗

Expression

Patterns:
Since: 2.5, 2.7 (offline players)
Requirements: MC 1.15+ (offline players)
Return Type: Timespan
The measure of time a player hath devoted to play upon the server. This knowledge is stored within the player's statistics in the main world's data vault. Altering this shall also change the player's statistics, which may be viewed in the client's statistics menu.
Employing this expression upon offline players on Minecraft 1.14 and below shall yield nothing <none>.

Examples:

set {_t} to time devoted of player

if player's time devoted is greater than 10 minutes:
    give player a diamond sword

set player's time devoted to 0 seconds

Time Since / Time Until

🔗

Expression

Patterns:
  • [the] time since %dates%
  • [the] (time [remaining]|remaining time) until %dates%
Since: 2.5, 2.10 (time until)
Return Type: Timespan
The span of time since a date hath passed, or the span remaining until a date shall come to pass.
This expression shall return 0 seconds if the time since or time until would be of negative measure, e.g. if one seeketh the time since a date yet to come.

Examples:

send "%time since 5 minecraft days ago% hath passed since 5 minecraft days ago!" to player

send "%time remaining until {countdown::end}% until the contest doth begin!" to player

Time Spent Wielding an Item

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Timespan
Returneth the time that the entities have either spent employing an item, or the time remaining for them to finish employing said item.
If an entity doth not wield any item, this shall return 0 seconds.

Examples:

on right click:
    broadcast player's remaining item use time
    wait 1 second
    broadcast player's item use time

Time an Entity Hath Dwelt

🔗

Expression

Patterns:
  • [the] time (dwelling|lived) of %entities%
  • %entities%'[s] time (dwelling|lived)
Since: 2.13
Return Type: Timespan
Returneth the total span of time the entity hath lived upon this earth. Note: This doth not reset when a player perisheth.

Examples:

clear all entities where [input's time dwelling > 1 hour]

on right click on entity:
    send "%entity% hath dwelt for %time dwelling of entity%" to player

Time of Ardour

🔗

Expression

Patterns:
Since: 2.10
Return Type: Timespan
The measure of time these creatures have dwelt in the throes of love. Employing a value of 30 seconds is tantamount to using an item to breed them.
Functions solely upon beasts that may be bred, and returneth '0 seconds' for those that cannot.

Examples:

on right click:
    send "%event-entity% hath been in love for %ardour time of event-entity% more than thee!" to player

Title of the Tome

🔗

Expression

Patterns:
Since: 2.2-dev31
Return Type: Text
The title inscribed upon a book.

Examples:

on book sign:
    message "Book Title: %title of event-item%"

Tome of Settings

🔗

Expression

Patterns:
  • [the] [skript] tome [of settings]
Since: 2.10
Return Type: Config
The Skript tome of settings.
This may be reloaded anew, or navigated to retrieve its provisions.

Examples:

set {_node} to node "language" in the skript tome of settings
if text value of {_node} is "french":
    broadcast "Bonjour!"

Tongue of the Player

🔗

Expression

Patterns:
  • [the] [([presently] chosen|current)] [game] (tongue|locale) [setting] of %players%
  • %players%'[s] [([presently] chosen|current)] [game] (tongue|locale) [setting]
Since: 2.3
Return Type: Text
The presently chosen game tongue of a player. The value of the tongue is not defined with certainty.
The vanilla Minecraft client shall employ lowercase language / country pairs separated by an underscore, yet custom resource packs may employ any format they so desire.

Examples:

message player's current tongue

Transmuted Catalogue

🔗

Expression

Patterns:
  • %objects% (transmuted|mapped) (by means of|with) \[<.+>\]
  • %objects% (transmuted|mapped) (by means of|with) \(<.+>\)
Since: 2.10
Return Type: Object
Transmuteth (or 'mappeth') the values of a list by means of a given expression. This is akin to traversing the list and obtaininga modified rendition of each value.
If the given expression doth return a single value, the indices of the list shall remain unchanged. If the expression returnethmultiple values, then the indices shall be reset, for a single index cannot harbour multiple values.

Examples:

set {_a::*} to (1, 2, and 3) transmuted by means of (input * 2 - 1, input * 2)
# {_a::*} is now 1, 2, 3, 4, 5, and 6

# procure a list of the sizes of all clans without manually traversing
set {_clan-sizes::*} to keyed {clans::*} transmuted by means of [{clans::%input index%::size}]
# employing the 'keyed' expression retaineth the indices of the clans list

Treasure Ledger

🔗

Expression

Patterns:
Since: 2.10
Return Type: Loot Table
Returneth the treasure ledger of an entity or block.
Setting the treasure ledger of a block shall update the block state, and once opened, it shallbring forth spoils of the specified loot table. Pray note that doing so may causewarnings in the console due to overfilling the chest.
Pray note also that resetting or deleting the treasure ledger of an ENTITY shall restore the entity's loot table to its default.

Examples:

set treasure ledger of event-entity to "minecraft:entities/ghast"
# this shall set the treasure ledger of the entity to a ghast's bounty, thus dropping ghast tears and gunpowder

set treasure ledger of event-block to "minecraft:chests/simple_dungeon"

Treasure Ledger from Key

🔗

Expression

Patterns:
  • [the] treasure[ ]ledger[s] %texts%
Since: 2.10
Return Type: Loot Table
Returneth the treasure ledger from a namespaced key.

Examples:

set {_table} to treasure ledger "minecraft:chests/simple_dungeon"

Tribulation

🔗

Expression

Patterns:
  • [the] tribulation[(s)] of %worlds%
  • %worlds%'[s] tribulation[(s)]
Since: 2.3
Return Type: Difficulty
The tribulation bestowed upon a world.

Examples:

set the tribulation of "world" to hard

True Likeness of an Item

🔗

Expression

Patterns:
  • [the] exact item[s] of %blocks%
  • %blocks%'[s] exact item[s]
Since: 2.12
Return Type: Item
Procure an exact item representation of a block, carrying over all its particulars. For example, employing this expression upon a chest block with items stored within shall yield a chest item bearing the very same items in its inventory as the chest block.

Examples:

set {_item} to exact item of block at location(0, 0, 0)

True Name

🔗

Expression

Patterns:
Since: unknown (2.2)
Return Type: Text
The raw Minecraft material name of the given ware. Note that this is not assured to yield the same results upon all servers.

Examples:

raw name of tool of player

Unadorned Item

🔗

Expression

Patterns:
Since: 2.6
Return Type: Item Type
An unadorned item is one bearing no modifications whatsoever. It may be employed to convert items to their pristine state or to match against other items in their natural form.

Examples:

if the player's tool is a plain diamond: # check if player's tool has no modifications
    send "Thou dost hold an unadorned diamond!"

Unadorned String

🔗

Expression

Patterns:
Since: 2.7
Return Type: Text
Returneth the string without adornment (colours and such) and without stripping them from it,e.g. raw "&aHello There!" would yield &aHello There!

Examples:

send raw "&aThis text remaineth unadorned!" to all players

Unique Designation (UUID)

🔗

Expression

Patterns:
Since: 2.1.2, 2.2 (offline players' uuids), 2.2-dev24 (other entities' uuids)
Return Type: UUID
The UUID — a unique designation — of a player, entity, or world.

Examples:

# preventeth persons from joining the server shouldst they bear the name of a player
# who hath played upon this server at least once since this script was penned
on login:
    if {uuid::%name of player%} exists:
        {uuid::%name of player%} is not uuid of player
        kick player due to "One bearing thy name hath played upon this server ere now"
    else:
        set {uuid::%name of player%} to uuid of player

command /what-is-my-uuid:
    trigger:
        set {_uuid} to uuid of player
        send "Thy UUID is '%string within {_uuid}%'"

Unix Date

🔗

Expression

Patterns:
Since: 2.5
Return Type: Date
Converteth a given Unix timestamp unto a date. The Unix timespan doth represent the number of seconds elapsed since the first of January, 1970.

Examples:

unix date of 946684800 #1 January 2000 12:00 AM (UTC Time)

Unix Timestamp

🔗

Expression

Patterns:
  • [the] unix timestamp of %dates%
  • %dates%'[s] unix timestamp
Since: 2.2-dev31
Return Type: Number
Converteth a given date unto a Unix timestamp. This be roughly how many seconds have elapsed since the first of January, 1970.

Examples:

unix timestamp of now

Unravel'd Queue (Experimental)

🔗

Expression

Patterns:
Since: 2.10 (experimental)
Return Type: Object
Requireth the using queues experimental feature flag to be enabled.

Unrolleth a queue into a common list of values, which may be stored in a list variable. The order of the list shall mirror the order of the elements within the queue. If a list variable be set to this, it shall employ numerical indices. The original queue shall remain unaltered.

Examples:

set {queue} to a new queue
add "hello" and "there" to {queue}
set {list::*} to dequeued {queue}

Value

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returns the value of something that has a value, e.g. a node in a config.
The value is automatically converted to the specified type (e.g. text, number) where possible.

Examples:

set {_node} to node "update check interval" in the skript config

broadcast text value of {_node}
# text value of {_node} = "12 hours" (text)

wait for {_node}'s timespan value
# timespan value of {_node} = 12 hours (duration)

Vectors - Conjure Whereabouts from Vector

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Location
Conjureth a location from a vector within a world.

Examples:

set {_loc} to {_v} to whereabouts in world "world"

set {_loc} to {_v} to whereabouts in world "world" with yaw 45 and pitch 90

set {_loc} to whereabouts of {_v} in "world" with yaw 45 and pitch 90

Vectors - Squared Magnitude

🔗

Expression

Patterns:
  • [the] squared magnitude[s] of %vectors%
  • %vectors%'[s] squared magnitude[s]
Since: 2.2-dev28
Return Type: Number
Obtaineth the squared length of a vector.

Examples:

send "%squared magnitude of vector 1, 2, 3%"

Vectors — A Random Vector

🔗

Expression

Patterns:
  • [a] random vector
Since: 2.2-dev28, 2.7 (signed components)
Return Type: Vector
Conjureth a random unit vector, as if drawn by the hand of Fortune herself.

Examples:

set {_v} to a random vector

Vectors — Angle Betwixt

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Number
Obtaineth the angle betwixt two vectors.

Examples:

send "%the angle betwixt vector 1, 0, 0 and vector 0, 1, 1%"

Vectors — Conjure from Direction

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Vector
Conjureth vectors from given directions.
Relative directions art relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1).

Examples:

set {_v} to vector from direction upwards

set {_v} to vector in direction of player

set {_v} to vector in horizontal direction of player

set {_v} to vector from facing of player

set {_v::*} to vectors from north, south, east, and west

Vectors — Conjure from XYZ

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Conjureth a vector from x, y, and z values.

Examples:

set {_v} to vector 0, 1, 0

Vectors — Cross Product

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Obtaineth the cross product betwixt two vectors.

Examples:

send "%vector 1, 0, 0 cross vector 0, 1, 0%"

Vectors — Cylindrical Form

🔗

Expression

Patterns:
  • [a] [new] cylindrical vector [from|with] [radius] %number%, [yaw] %number%(,[ and]| and) [height] %number%
Since: 2.2-dev28
Return Type: Vector
Fashioneth a 'cylindrical shaped' vector, employing yaw to govern the current point.

Examples:

loop 360 times:
    set {_v} to cylindrical vector radius 1, yaw loop-value, height 2

set {_v} to cylindrical vector radius 1, yaw 90, height 2

Vectors — Dot Product

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Number
Obtaineth the dot product betwixt two vectors.

Examples:

set {_dot} to {_v1} dot {_v2}

Vectors — From Yaw and Pitch

🔗

Expression

Patterns:
  • [a] [new] vector (from|with) yaw %number% and pitch %number%
  • [a] [new] vector (from|with) pitch %number% and yaw %number%
Since: 2.2-dev28
Return Type: Vector
Conjureth a vector from a yaw and pitch value.

Examples:

set {_v} to vector from yaw 45 and pitch 45

Vectors — From a Location

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Conjureth a vector from a location.

Examples:

set {_v} to vector of {_loc}

Vectors — Location Vector Displacement

🔗

Expression

Patterns:
Since: 2.2-dev28, 2.14 (local axes)
Return Type: Location
Returneth the location displaced by vectors. Doth support both global and local axes.When employing local axes, the vector is applied relative to the direction the location doth face.

Examples:

set {_loc} to {_loc} ~ {_v}

# summon a tnt 5 blocks before the player
set {_l} to player's location displaced by vector(0, 1, 5) employing local axes
spawn tnt at {_l}

Vectors — Made Uniform

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Returneth the selfsame vector yet with magnitude of one.

Examples:

set {_v} to normalized {_v}

Vectors — Magnitude

🔗

Expression

Patterns:
  • [the] (vector|standard|normal) magnitude[s] of %vectors%
  • %vectors%'[s] (vector|standard|normal) magnitude[s]
Since: 2.2-dev28
Return Type: Number
Getteth or setteth the magnitude of a vector.

Examples:

send "%standard magnitude of vector 1, 2, 3%"

set {_v} to vector 1, 2, 3

set standard magnitude of {_v} to 2

send "%standard magnitude of {_v}%"

Vectors — Projection Upon Another

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Vector
An expression to obtain the vector projection of two vectors.

Examples:

set {_projection} to vector projection of vector(1, 2, 3) onto vector(4, 4, 4)

Vectors — Spherical Form

🔗

Expression

Patterns:
  • [a] [new] spherical vector [(from|with)] [radius] %number%, [yaw] %number%(,[ and]| and) [pitch] %number%
Since: 2.2-dev28
Return Type: Vector
Formeth a vector of spherical shape, employing yaw and pitch to govern the current point.

Examples:

loop 360 times:
    set {_v} to spherical vector radius 1, yaw loop-value, pitch loop-value

set {_v} to spherical vector radius 1, yaw 45, pitch 90

Vectors — Vector Betwixt Locations

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Fashioneth a vector betwixt two locations.

Examples:

set {_v} to vector betwixt {_loc1} and {_loc2}

Villager Calling

🔗

Expression

Patterns:
Since: 2.10
Return Type: Villager Profession
Representeth the calling of a villager or zombie villager.

Examples:

set {_p} to villager calling of event-entity

villager calling of event-entity = nitwit profession

set villager calling of {_villager} to librarian profession

delete villager calling of event-entity

Villager Lineage

🔗

Expression

Patterns:
Since: 2.10
Return Type: Villager Type
Representeth the lineage of a villager or zombie villager. This most oft denotes the biome whence the villager doth hail.

Examples:

set {_type} to villager lineage of {_villager}

villager lineage of {_villager} = plains

set villager lineage of event-entity to plains

Villager Rank and Wisdom

🔗

Expression

Patterns:
Since: 2.10
Return Type: Number
Representeth the rank or wisdom of a villager.
The rank shall determine which trades art available unto players (a value betwixt 1 and 5, defaulting to 1).
When a villager's rank is 1, they may forsake their profession shouldst they lack a workstation.
Wisdom worketh alongside the ranking system, determining to which rank the villager shall ascend.
Wisdom must be greater than or equal to 0.
Learn more of villager ranks upon Minecraft Wiki

Examples:

set {_level} to villager rank of {_villager}

set villager rank of last spawned villager to 2

add 1 to villager rank of target entity

remove 1 from villager rank of event-entity

reset villager rank of event-entity

set villager wisdom of last spawned entity to 100

Vitality

🔗

Expression

Patterns:
Since: 1.0
Return Type: Number
The vitality of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's utmost vitality (e.g. 10 for players).

Examples:

message "Thou hast %vitality% HP remaining."

WXYZ Component/Coordinate

🔗

Expression

Patterns:
  • [the] (x|y|z|w)( |-)[component[s]|coord[inate][s]|(pos[ition[s]]|loc[ation][s])] of %objects%
  • %objects%'[s] (x|y|z|w)( |-)[component[s]|coord[inate][s]|(pos[ition[s]]|loc[ation][s])]
Since: 2.2-dev28, 2.10 (quaternions)
Return Type: Object
Gets or changes the W, X, Y or Z component of anything with these components/coordinates, like locations, vectors, or quaternions.
The W axis is only used for quaternions, currently.

Examples:

set {_v} to vector(1, 2, 3)
send "%x of {_v}%, %y of {_v}%, %z of {_v}%"
add 1 to x of {_v}
add 2 to y of {_v}
add 3 to z of {_v}
send "%x of {_v}%, %y of {_v}%, %z of {_v}%"
set x component of {_v} to 1
set y component of {_v} to 2
set z component of {_v} to 3
send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%"

set {_x} to x of player
set {_z} to z of player
if:
    {_x} is between 0 and 100
    {_z} is between 0 and 100
then:
    set y component of player's velocity to 10

Warden Most Wrathful Quarry

🔗

Expression

Patterns:
Since: 2.11
Return Type: Living Entity
The entity toward which a warden harboureth the greatest wrath.
A warden may bear fury toward many entities, each with differing measures of ire.

Examples:

if the most wrathful quarry of last spawned warden is not player:
    set the most wrathful quarry of last spawned warden to player

Warden Wrath Level

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
The measure of wrath a warden doth harbour toward an entity.
A warden may bear fury toward many entities, each with differing measures of ire.
Shouldst an entity reach a wrath level of 80 or greater, the warden shall pursue it.
Wrath doth reach its zenith at 150.

Examples:

set the wrath level of last spawned warden towards player to 20

clear the last spawned warden's wrath level towards player

Ware Bearing Custom Model Data

🔗

Expression

Patterns:
Since: 2.5
2.12 (boolean/string/color support)
Requirements: Minecraft 1.21.4+ (boolean/string/color support)
Return Type: Item Type
Obtain a ware bearing custom model data.

Examples:

give player a diamond sword bearing custom model data 2

set slot 1 of inventory of player to wooden hoe bearing custom model data 357

give player a diamond hoe bearing custom model data 2, true, true, "scythe", and rgb(0,0,100)

Ware With Enchantment Glimmer

🔗

Expression

Patterns:
Since: 2.10
Requirements: Spigot 1.20.5+
Return Type: Item Type
Obtain a ware with or without enchantment glimmer.

Examples:

set {_item with glimmer} to diamond with enchantment glimmer

set {_item without glimmer} to diamond without enchantment glimmer

Ware With Lore

🔗

Expression

Patterns:
Since: 2.3
Return Type: Item Type
Returneth the given ware with the specified lore inscribed upon it.
Should multiple strings be provided, each shall become a separate line within the lore.

Examples:

    set {_test} to stone with lore "line 1" and "line 2"
    give {_test} to player

Ware With Tooltip

🔗

Expression

Patterns:
  • %item types% (with|out) [entire|additional] tool[ ]tip[s]
Since: 2.11
Requirements: Minecraft 1.20.5+
Return Type: Item Type
Obtain a ware with or without its entire or additional tooltip.
If thou dost alter the 'entire' tooltip, naught shall appear when a player doth hover upon it.
If thou dost alter the 'additional' tooltip, only certain particulars (which vary per ware) shall be concealed.

Examples:

set {_item with additional tooltip} to diamond with additional tooltip

set {_item without entire tooltip} to diamond without entire tooltip

Wares Within

🔗

Expression

Patterns:
  • [all [[of] the]] wares ([with]in|of|contained in|out of) [inventor(y|ies)] %inventories%
  • all [[of] the] %item types% ([with]in|of|contained in|out of) [inventor(y|ies)] %inventories%
Since: 2.0, 2.8.0 (specific types of items)
Return Type: Slot
All wares or particular kinds of wares within an inventory. Most useful for looping or storing within a list variable.
Pray note that the positions of the wares within the inventory art not preserved, only their order remaineth.

Examples:

loop all wares in the player's inventory:
    loop-item is enchanted
    remove loop-item from the player

set {inventory::%uuid of player%::*} to wares in the player's inventory

Wares and Blocks

🔗

Expression

Patterns:
  • [all [[of] the]|the] block[[ ]type]s
  • every block[[ ]type]
  • [all [[of] the]|the|every] block[s] of kind[s] %item types%
  • [all [[of] the]|the|every] ware[s] of kind[s] %item types%
Since: 1.0 pre-5
Return Type: Item Type
Wares or blocks of a particular kind, most useful for the looping thereof.

Examples:

loop tag values of tag "diamond_ores" and tag values of tag "oak_logs":
    block contains loop-item
    message "There doth exist at least one %loop-item% within this block"

drop all blocks at the player # letteth fall one of every block upon the player

Warmth of a Block

🔗

Expression

Patterns:
Since: 2.2-dev35
Return Type: Number
The temperature at the given block's locale.

Examples:

message "%warmth of the targeted block%"

Warning Distance of the Realm's Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
The warning distance of a realm's boundary. The player's vision shall be tinged crimson when they draw within this distance of the boundary.
Players behold a crimson tint only when approaching a realm's boundary, and the warning distance must be a whole number no less than naught.

Examples:

set realm boundary warning distance of {_worldborder} to 1

Warning Time of the Realm's Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: Timespan
The warning time of a realm's boundary. Should the boundary be contracting, the player's vision shall be tinged crimson once the boundary would overtake the player within this span of time.

Examples:

set realm boundary warning time of {_worldborder} to 1 second

Wear Value / Endurance

🔗

Expression

Patterns:
Since: 1.2, 2.7 (durability reversed)
Return Type: integer
The wear value or endurance of an item.

Examples:

set wear value of player's tool to 10

reset the endurance of {_item}

set endurance of player's held item to 0

Weariness

🔗

Expression

Patterns:
Since: 2.2-dev35
Return Type: Number
The exhaustion of a player. This is chiefly employed to determine the rate of hunger's depletion.

Examples:

set exhaustion of all players to 1

Whereabouts

🔗

Expression

Patterns:
  • [the] [event-](whereabouts|position)
Since: 2.0
Return Type: Location
The whereabouts at which an event did transpire (e.g. at an entity or block), or a location relative unto another (e.g. 1 meter above another location).

Examples:

drop 5 apples at the event-whereabouts # exactly the same as writing 'drop 5 apples'

set {_loc} to the whereabouts 1 meter above the player

Whereabouts

🔗

Expression

Patterns:
Since: 2.0
Return Type: Location
The whereabouts at which an event did transpire (e.g. at an entity or block), or a location relative unto another (e.g. 1 meter above another location).

Examples:

drop 5 apples at the event-whereabouts # exactly the same as writing 'drop 5 apples'

set {_loc} to the whereabouts 1 meter above the player

Whereabouts

🔗

Expression

Patterns:
Since: Unknown
Return Type: Location
The whereabouts of a block or entity. This doth not merely represent the x, y and z coordinates but also includeth the world and the direction an entity doth face (e.g. teleporting to a preserved location shall make the teleported entity face the same preserved direction each time).
Pray note that the whereabouts of an entity lie at its feet; employ head location to obtain the location of the head.

Examples:

set {home::%uuid of player%} to the whereabouts of the player

message "Thy home hath been set to %player's whereabouts% in %player's world%."

Whereabouts At Coordinates

🔗

Expression

Patterns:
  • [the] (whereabouts|position) [at] [\(][x[ ][=[ ]]]%number%, [y[ ][=[ ]]]%number%, [and] [z[ ][=[ ]]]%number%[\)] [[(in|of) [[the] world]] %world%]
Since: 2.0
Return Type: Location
Alloweth the creation of a location from three coordinates and a world.

Examples:

set {_loc} to the whereabouts at arg-1, arg-2, arg-3 of the world arg-4

distance between the player and the whereabouts (0, 0, 0) is less than 200

Whether

🔗

Expression

Patterns:
  • whether <.+>
Since: 2.9.0
Return Type: Boolean
A shorthand for returning the verdict of a condition (true or false). This is functionally identical to employing `true if else false`.

Examples:

set {fly} to whether player can fly

broadcast "In flight: %whether player is flying%"

Wisdom Orbs

🔗

Expression

Patterns:
  • [the] [(spawned|dropped)] [e]xp[erience] [orb[s]]
Since: 2.1, 2.5.3 (block break event), 2.7 (experience change event), 2.10 (breeding, fishing)
Return Type: Experience
How much experience was brought forth in an experience spawn or block break event. May be altered.

Examples:

on experience spawn:
    add 5 to the spawned experience

on break of coal ore:
    clear dropped experience

on break of diamond ore:
    if tool of player = diamond pickaxe:
        add 100 to dropped experience

on breed:
    breeding father is a cow
    set dropped experience to 10

on fish catch:
    add 70 to dropped experience

With Fire Ward

🔗

Expression

Patterns:
Since: 2.9.0
Requirements: Spigot 1.20.5+
Return Type: Item Type
Createth a copy of an item bestowed with (or bereft of) fire ward.

Examples:

set {_x} to diamond sword with fire ward

equip player with netherite helmet without fire ward

drop fire warded stone at player

Worth of a Subnode

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returneth the value of a sub-node within the given node, following the appointed path.
The value is automatically transmuted to the specified type (e.g. text, number) where possible.

Examples:

set {_node} to node "language" in the skript config
broadcast the text worth at "" in {_node}

Wound's Origin - Direct Entity

🔗

Expression

Patterns:
Since: 2.12
Return Type: Entity
The direct entity of a damage source.
The direct entity is that which didst immediately inflict the harm. (e.g. the arrow that was loosed)
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type to magic
    set the causing entity to {_player}
    set the direct entity to {_arrow}
    set the damage location to location(0, 0, 10)
damage all players by 5 using {_source}

on death:
    set {_direct} to the direct entity of event-damage source

Wound's Origin - Hunger Weariness

🔗

Expression

Patterns:
Since: 2.12
Return Type: float
The measure of hunger exhaustion wrought by a damage source.

Examples:

on damage:
    if the food exhaustion of event-damage source is 10:

Wound's Origin - Provenance

🔗

Expression

Patterns:
Since: 2.12
Return Type: Location
The final locale whence the damage didst originate.
The 'source location' for vanilla damage sources shall retrieve the 'damage location' if set. If 'damage location' be not set, it shall attempt to procure the location of the 'causing entity', otherwise, null.

Examples:

on death:
    set {_location} to the source location of event-damage source

Wound's Source — Causing Creature

🔗

Expression

Patterns:
Since: 2.12
Return Type: Entity
The causing creature of a damage source.
The causing creature is the entity that did ultimately bring about the harm. (e.g. the entity that loosed an arrow)
When setting a 'causing creature' thou must also set a 'direct creature'.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type to magic
    set the causing creature to {_player}
    set the direct creature to {_arrow}
    set the damage location to location(0, 0, 10)

on damage:
    set {_causing} to the causing creature of event-damage source

Wound's Source — Manner of Harm

🔗

Expression

Patterns:
Since: 2.12
Return Type: Damage Type
The manner of harm borne by a damage source.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the wound's manner to magic
    set the causing creature to {_player}
    set the direct creature to {_arrow}
    set the wound's locale to location(0, 0, 10)
damage all players by 5 using {_source}

on death:
    set {_type} to the wound's manner of event-damage source

Wound's Source — Place of Harm

🔗

Expression

Patterns:
Since: 2.12
Return Type: Location
The locale whence the damage did originate.
The 'wound's locale' upon vanilla damage sources shall be set if no entity caused the harm.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

damage all players by 5 using a custom damage source:
    set the damage type to magic
    set the causing creature to {_player}
    set the direct creature to {_arrow}
    set the wound's locale to location(0, 0, 10)

on death:
    set {_location} to the wound's locale of event-damage source

X Repetitions

🔗

Expression

Patterns:
  • %number% time[s]
  • once
  • twice
  • thrice
Since: 1.4.6
Return Type: long
Integers from 1 unto X, employed within loops to repeat X times over.

Examples:

loop 20 times:
    broadcast "%21 - loop-number% seconds remain.."
    wait 1 second

X of Item or Entity Kind

🔗

Expression

Patterns:
Since: 1.2
Return Type: Object
An expression for employing an item or entity kind with a differing quantity.

Examples:

give level of player of iron pickaxes to the player

Yaw and Pitch

🔗

Expression

Patterns:
Since: 2.0, 2.2-dev28 (vector yaw/pitch), 2.9.0 (entity changers)
Return Type: float
The yaw or pitch of a location or vector.
A yaw of 0 or 360 denoteth the positive z direction. Adding a positive number to a player's yaw shall rotate them clockwise.
A pitch of 90 denoteth the negative y direction, or a downward gaze. A pitch of -90 denoteth an upward gaze. Adding a positive number to the pitch shall rotate the direction earthward.
Only Paper 1.19+ users may directly alter the yaw or pitch of players.

Examples:

log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log"

set {_yaw} to yaw of player

set {_p} to pitch of target entity

set pitch of player to -90 # Maketh the player gaze heavenward, Paper 1.19+ only

add 180 to yaw of target of player # Maketh the target look behind themselves

Yield of Execution

🔗

Expression

Patterns:
  • [the] (yield|result)[s] of [running|executing] %executable% [with arg[ument]s %objects%]
Since: 2.10
Return Type: Object
Doth run something (such as a function) and returneth its yield.
Shouldst the thing be expected to return many values, employ 'yields' in lieu of 'yield'.

Examples:

set {_function} to the function named "myFunction"

set {_result} to the yield of {_function}

set {_list::*} to the yields of {_function}

set {_result} to the yield of {_function} with arguments 13 and true

Action Bar Proclamation

🔗

Effect

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

Examples:

dispatch action bar "Hail, good player!" to player

Adorn and Disrobe

🔗

Effect

Patterns:
Since: 1.0, 2.7 (multiple entities, unequip), 2.10 (wolves)
2.12.1 (happy ghasts)
Adorn or disrobe an entity with the given itemtypes (most oft armour).
This effect shall replace any armour the entity doth presently wear.

Examples:

adorn player with diamond helmet

adorn player with diamond leggings, diamond chestplate, and diamond boots

disrobe diamond chestplate from player

disrobe player's armor

Allay Duplication Decree

🔗

Effect

Patterns:
Since: 2.11
Doth decree whether an allay may or may not duplicate itself.
This is not the same as the breeding of allays.

Examples:

grant all allays leave to duplicate

forbid all allays from duplicating

Alteration: Set/Bestow/Revoke/Revoke All/Delete/Reset

🔗

Effect

Patterns:
Since: 1.0 (set, add, remove, delete), 2.0 (remove all)
A most versatile effect that may be employed for altering many an expression.
Certain expressions may only be set and/or deleted, whilst others may also receive additions or suffer removals.

Examples:

set the player's display name to "<red>%name of player%"
set the block above the victim to lava

bestow 2 upon the player's health # preferably use '<a href='#EffHealth'>heal</a>' for this
bestow argument upon {blacklist::*}
grant a diamond pickaxe of efficiency 5 upon the player
increase the data value of the clicked block by 1

remove 2 pickaxes from the victim
subtract 2.5 from {points::%uuid of player%}

remove every iron tool from the player
remove all minecarts from {entitylist::*}

delete the block below the player
clear drops
delete {variable}

reset walk speed of player
reset chunk at the targeted block

Annul the Spoils

🔗

Effect

Patterns:
  • (annul|void|abolish) [the] spoils [of (wares|[e]xp[erience][s])]
  • (annul|void|abolish) [the] (ware|[e]xp[erience]) spoils
Since: 2.4, 2.12 (harvest event)
Requirements: 1.12.2 or newer (cancelling item drops of blocks)
Annulleth the dropping of wares in a death, block break, block drop, or block harvest event.
The dropped experience may be annulled in death and block break events.
Pray note that employing this within a death event doth not preserve items or experience of the fallen. Shouldst thou wish such, make use of the Keep Inventory / Experience effect.

Examples:

on death of a zombie:
    if name of the entity is "&cSpecial":
        annul spoils of wares

on break of a coal ore:
    annul the experience spoils

on player block harvest:
    annul the ware spoils

Apply Bone Meal

🔗

Effect

Patterns:
Since: 2.8.0
Requirements: MC 1.16.2+
Doth apply bone meal unto a crop, sapling, or composter.

Examples:

apply 3 bone meal to event-block

Arrange in Order

🔗

Effect

Patterns:
  • arrange %~objects% [in (descending|ascending) order] [(by|based on) <.+>]
Since: 2.9.0, 2.10 (sort order)
Doth arrange a list variable by either the natural ordering of its contents or the results of the given expression. Be forewarned, this shall overwrite the indices of the list variable.

When employing the full arrange %~objects% (by|based on) <expression> pattern, the input expression may be used to refer to the current item being arranged. (See input expression for further knowledge.)

Examples:

set {_words::*} to "pineapple", "banana", "yoghurt", and "apple"

arrange {_words::*} # alphabetical arrangement

arrange {_words::*} by length of input # shortest to longest

arrange {_words::*} in descending order by length of input # longest to shortest

arrange {_words::*} based on {tastiness::%input%} # arrange based on custom value

Banish

🔗

Effect

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

Examples:

on place of TNT, lava, or obsidian:
    banish the player due to "Thou mayest not place %block%!"
    cancel the event

Banishment

🔗

Effect

Patterns:
Since: 1.4, 2.1.1 (ban reason), 2.5 (timespan), 2.9.0 (kick)
Doth banish or pardon a player or an IP address.
If a reason be given, it shall be shown to the player when they attempt to join the server whilst banished.
A duration of banishment may also be given to impose a temporary exile. If it be absent for any reason, a permanent banishment shall be imposed instead.
We do counsel that thou test thy scripts so that no accidental permanent banishments be imposed.

Mark well that banishing people doth not cast them out from the server.
Thou mayest optionally employ 'and cast out' or consider using the cast out effect after imposing a banishment.

Examples:

pardon player

banish "127.0.0.1"

IP-banish the player because "he is a knave"

banish player due to "inappropriate tongue" for 2 days

banish and cast out player due to "inappropriate tongue" for 2 days

Bestow Fishing Lure

🔗

Effect

Patterns:
  • (reel|draw) in [the] hook[ed] creature
Since: 2.10
Setteth whether the lure enchantment ought be bestowed, which doth lessen the tarrying time.

Examples:

on fishing line cast:
    bestow lure enchantment boon

Bestow Fishing Lure

🔗

Effect

Patterns:
  • bestow [the] lure enchantment boon
  • revoke [the] lure enchantment boon
Since: 2.10
Setteth whether the lure enchantment ought be bestowed, which doth lessen the tarrying time.

Examples:

on fishing line cast:
    bestow lure enchantment boon

Bestow Luminous Text Upon a Sign

🔗

Effect

Patterns:
Since: 2.8.0
Cause a sign (be it block or item) to bear luminous text or ordinary text.

Examples:

make target block of player bear luminous text

Bestow Potion Effect

🔗

Effect

Patterns:
Since: 2.0
2.14 (syntax rework)
Bestoweth a potion effect upon an entity.

Examples:

bestow swiftness 2 upon the player

command /strengthboost:
    trigger:
        bestow strength 10 upon the player for 5 minutes

bestow the potion effects of the player's tool upon the player

Bestow Return

🔗

Effect

Patterns:
Since: 2.2, 2.8.0 (returns aliases)
Causeth a trigger or section (e.g. a function) to yield back a value

Examples:

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

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

Bestow or Forbid the Gathering of Items

🔗

Effect

Patterns:
Since: 2.8.0
Determineth whether living entities art able to gather items from the ground or not.

Examples:

forbid player from picking up items

send "Thou canst no longer gather items!" to player

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

Bestow or Revoke Flight

🔗

Effect

Patterns:
  • (grant|bestow) (fly|flight) (upon|to) %players%
  • (revoke|deny) (fly|flight) (from|to) %players%
Since: 2.3
Bestow or revoke the gift of flight upon a player.

Examples:

bestow flight upon event-player

Bestow/Revoke Operatorship

🔗

Effect

Patterns:
Since: 1.0
Bestow upon or revoke from a user the mantle of operator.

Examples:

op the player

deop all players

Bewitch/Unbewitch

🔗

Effect

Patterns:
Since: 2.0, 2.13 (at level)
Bewitch or unbewitch an existing item with enchantments most wondrous. Bewitching at a given level shall act as though an enchanting table were employed, bestowing enchantments chosen at random for that level. Treasure enchantments, such as mending, may optionally be permitted. Mark well that bewitching a book at a given level shall transform it into an enchanted book, rather than a mere book bearing enchantments.

Examples:

bewitch the player's tool with sharpness 5

enchant the player's tool at level 30

disenchant the player's tool

Bid Allay Duplicate

🔗

Effect

Patterns:
Since: 2.11
Doth bid an allay to duplicate itself.
This effect shall always compel an allay to duplicate regardless of whether the duplicate attribute be disabled.

Examples:

bid all allays duplicate

Bid Entity Wail

🔗

Effect

Patterns:
Since: 2.11
Bid a goat or enderman commence or cease its wailing.

Examples:

make last spawned goat commence wailing
compel last spawned goat to cease wailing


make {_enderman} wail
compel {_enderman} to cease wailing

Bid Fly

🔗

Effect

Patterns:
  • compel %players% to [(commence|cease)] fly[ing]
  • bid %players% (commence|cease) flying
  • bid %players% fly
Since: 2.2-dev34
Compelleth a player to commence or cease their flight.

Examples:

bid player fly

compel all players to cease flying

Bid Panda Roll

🔗

Effect

Patterns:
Since: 2.11
Bid a panda to commence or cease its rolling.

Examples:

if last spawned panda is not rolling:
    make last spawned panda commence rolling

Bid Panda Sneeze

🔗

Effect

Patterns:
Since: 2.11
Bid a panda to commence or cease its sneezing.

Examples:

if last spawned panda is not sneezing:
    make last spawned panda commence sneezing

Bid Proclaim

🔗

Effect

Patterns:
  • bid %players% (proclaim|dispatch [the] message[s]) %texts%
  • compel %players% to (proclaim|dispatch [the] message[s]) %texts%
Since: 2.3
Compelleth a player to send forth a message unto the chat. If the message doth begin with a slash, it shall force the player to invoke a command.

Examples:

bid the player proclaim "Hello."

compel all players to dispatch the message "I love this server"

Bid the Egg Hatch

🔗

Effect

Patterns:
  • make [the] egg [not] hatch
Since: 2.7
Biddeth the egg to hatch within a Player Egg Throw event.

Examples:

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

Bid the Goat Ram

🔗

Effect

Patterns:
Since: 2.11
Bid a goat ram an entity most forcefully.
Ramming doth bear a cooldown, and presently there existeth no means to alter it.

Examples:

bid all goats ram player

Bring Forth Spoils

🔗

Effect

Patterns:
Since: 2.10
Bringeth forth the spoils into the specified inventories from a loot table using a loot context.Should no loot context be provided, one shall be conjured with a location at the world's origin.
Mark well that if the inventory be full, it shall cause warnings in the console due to overfilling.

Examples:

bring forth spoils of loot table "minecraft:chests/simple_dungeon" using loot context at player in {_inventory}

bring forth spoils using "minecraft:chests/shipwreck_supply" in {_inventory}

Carry On

🔗

Effect

Patterns:
  • carry on [this loop|[the] [current] loop]
  • carry on [the] <-?\d+(_\d+)*>(st|nd|rd|th) loop
Since: 2.2-dev37, 2.7 (while loops), 2.8.0 (outer loops)
Advanceth the loop unto the next iteration. Thou mayest also carry on an outer loop from within an inner one. The loops are numbered from 1 unto the current loop, beginning with the outermost.

Examples:

# Proclaim online moderators
loop all players:
    if loop-value does not have permission "moderator":
        carry on # filter out non moderators
    proclaim "%loop-player% is a moderator!" # Only moderators get proclaimed

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

Cast Down

🔗

Effect

Patterns:
Since: 1.0
Casteth down one or more items upon the ground.

Examples:

on death of creeper:
    cast down 1 TNT

Compel Feasting

🔗

Effect

Patterns:
Since: 2.11
Bid a panda or horse-kind (horse, camel, donkey, llama, mule) commence or cease their feasting.

Examples:

if last spawned panda is eating:
    bid last spawned panda stop feasting

Compel Panda Upon Its Back

🔗

Effect

Patterns:
Since: 2.11
Bid a panda to recline upon or rise from its back.

Examples:

if last spawned panda is on its back:
    make last spawned panda get off its back

Compel Resurrection

🔗

Effect

Patterns:
Since: 2.2-dev21
Compelleth player(s) to rise again should they be fallen. If this be invoked without delay from a death event, one tick is awaited ere the resurrection attempt.

Examples:

on death of player:
    compel event-player to rise again

Compel to Strike

🔗

Effect

Patterns:
Since: 2.5.1, 2.13 (multiple, amount)
Requirements: Minecraft 1.15.2+
Bid a living entity strike another entity with a melee blow.
Employing 'strike' shall cause the attacker to wield the item in their main hand and apply all enchantments and attributes thereupon.
Employing 'wound' with a number of hearts shall disregard the item in the main hand and deal precisely the harm specified.

Examples:

spawn a wolf at location(0, 0, 0)
bid last spawned wolf strike all players

spawn a zombie at location(0, 0, 0)
bid player wound last spawned zombie by 2

Conceal Player from Server Roster

🔗

Effect

Patterns:
  • conceal %players% (in|on|from) [the] server list
  • conceal %players%'[s] info[rmation] (in|on|from) [the] server list
Since: 2.3
Concealeth a player from the hover list and diminisheth the online players count (only if the player count hath not been altered ere now).

Examples:

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

Conditional / Unconditional

🔗

Effect

Patterns:
  • render command block[s] %blocks% [(un|not )]conditional
Since: 2.10
Setteth whether the provided command blocks be conditional or nay.

Examples:

render command block {_block} conditional

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

Conjure Block Illusion

🔗

Effect

Patterns:
Since: 2.2-dev37c, 2.5.1 (block data support), 2.12 (as original)
Causeth a player to perceive a block as something other than its true form, or to see it restored to its original state.

Examples:

make player perceive block at player as dirt

make player perceive player's target block as campfire[facing=south]

make all players perceive (blocks in radius 5 of location(0, 0, 0)) as bedrock
make all players perceive (blocks in radius 5 of location(0, 0, 0)) as original

Conjure a Tree

🔗

Effect

Patterns:
Since: 1.0
Conjureth a tree into being.
This may require that sufficient space existeth above the given location and that the block beneath be dirt or grass, yet 'tis possible the tree shall simply grow regardless, perchance replacing every block in its path.

Examples:

conjure a tall redwood tree above the clicked block

Conjure an Explosion

🔗

Effect

Patterns:
Since: 1.0
Conjure an explosion of a given force. The Minecraft Wiki holdeth an article upon explosions which doth enumerate the explosive forces of TNT, creepers, and their ilk.
Prithee note: employ a force of 0 to conjure a false explosion that causeth no harm whatsoever, or employ the explosion spectacle introduced in Skript 2.0.
Since Bukkit 1.4.5 and Skript 2.0, one may conjure safe explosions which shall wound entities yet destroy no blocks.

Examples:

conjure an explosion of force 10 at the player

conjure an explosion of force 0 at the victim

Conjure or Render an Effect

🔗

Effect

Patterns:
Since: 2.14
Conjureth or rendereth a particular effect at a location, unto a player, or upon an entity. Effects may be: * Particles. * Game effects, which consist of combinations of particles and sounds, such as the bone meal particles, the sound of footsteps upon a specific block, or the particles and sound of shattering a splash potion. * Entity effects, which art particles or animations bound to a specific entity and may only be conjured upon a compatible creature. For example, the ravager attack animation may be rendered with this effect.

All effects do vary most significantly in availability from version to version, and some may simply not function upon thy version of Minecraft. Certain effects, such as the death animation entity effect, may cause client afflictions and should be employed with great caution!

Examples:

render 2 smoke particles at player

force render 10 red dust particles of size 3 unto player

conjure blue instant splash potion break effect bearing a view radius of 10

conjure ravager attack animation upon player's target

Consume Brewing Fuel

🔗

Effect

Patterns:
  • bid [the] brewing stand consume [its|the] fuel
  • forbid [the] brewing stand from consuming [its|the] fuel
Since: 2.13
Biddeth the brewing stand in a brewing fuel occasion to consume its fuel. Forbidding the fuel from being consumed shall preserve the fuel item and still augment the fuel level of the brewing stand.

Examples:

on brewing fuel consumption:
    forbid the brewing stand from consuming the fuel

Consume the Boosting Firework

🔗

Effect

Patterns:
  • (forbid|disallow) [the] (boosting|used) firework from being consumed
  • permit [the] (boosting|used) firework to be consumed
Since: 2.10
Forbid the firework employed in an 'elytra boost' event from being consumed.

Examples:

on elytra boost:
    if the used firework will be consumed:
        forbid the used firework from being consume

Conveyance

🔗

Effect

Patterns:
Since: 2.3, 2.10 (transfer)
Conveyeth a player unto a realm upon thy proxy, or any realm that doth support transfers. Read hereunder for further particulars.
If the realm runneth Minecraft 1.20.5 or above, thou mayest specify an IP and Port to transport a player unto that realm.
When transporting players by IP, the passage shall not complete lest the `accepts-transfers` option be enabled in `server.properties` for the realm specified.
If the port be not provided, it shall default to `25565`.

Examples:

convey all players unto proxy realm "hub"

transport player unto realm "my.server.com"

transport player unto realm "localhost" on port 25566

Dashing

🔗

Effect

Patterns:
  • make %players% (commence dashing|dash)
  • compel %players% to (commence dashing|dash)
  • make %players% (cease dashing|not dash)
  • compel %players% to (cease dashing|not dash)
Since: 2.11
Bid a player commence or cease their dashing.
If the player be not in motion when this effect is employed, they shall be set to dash for a single tick and then halted (this causeth the FOV to change).Employing it a second time, without the player dashing of their own accord betwixt, causeth the player to remain in dashing mode, with certain peculiarities.
- Particles may not be produced beneath the player's feet.
- The player shall not exit the dashing state shouldst they cease moving.
- Restrictions such as low hunger shall not prevent the player from dashing.
- The player pressing shift shall halt their dashing, and pressing sprint shall reassert normal dashing behaviour.
Employing this effect twice or more in succession upon a stationary player yieldeth undefined behaviour and should not be relied upon.

Examples:

make player commence dashing

compel player to commence dashing

Decree Enchantment Glint

🔗

Effect

Patterns:
  • (compel|make) %item types% [to] [start] glint[ing]
  • (compel|make) %item types% [to] (not|stop) glint[ing]
  • (clear|delete|reset) [the] enchantment glint decree of %item types%
  • (clear|delete|reset) %item types%'s enchantment glint decree
Since: 2.10
Requirements: Spigot 1.20.5+
Compel the items to glint or cease their glinting, or remove any existing enchantment glint decree.

Examples:

compel {_items::*} to glint

compel the player's tool to stop glinting

Depart

🔗

Effect

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

Examples:

loop blocks above the player:
    loop-block is not air:
        depart 2 sections
    set loop-block to water

Detonate the Creeper

🔗

Effect

Patterns:
Since: 2.5
Commence the detonation process of a creeper, or forthwith cause it to explode.

Examples:

commence detonation of the last spawned creeper

halt ignition of the last spawned creeper

Direct One's Gaze

🔗

Effect

Patterns:
Since: 2.7
Compelleth the mob(s) or player(s) to turn their gaze upon an entity, vector, or location. Vanilla max head pitches range from 10 to 50.

Examples:

compel the player to gaze 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
    compel {_player} to gaze 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

Dispatch 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
Sendeth a message unto the given player. Only styles inscribed
within the given string or in formatted expressions shall be parsed.
Appending an optional sender doth allow the messages to be dispatched as though a specific player penned them.
This proveth useful with Minecraft 1.16.4's new chat ignore system, wherein players may choose to ignore other players,
yet for this to function, the message must needs be sent from a player.

Examples:

message "A wild %player% appeared!"

message "This message is a distraction. Mwahaha!"

dispatch "Thy kill streak standeth at %{kill streak::%uuid of player%}%" unto player

if the targeted entity exists:
    message "Thou art presently gazing upon a %type of the targeted entity%!"

on chat:
    cancel event
    dispatch "[%player%] >> %message%" unto all players from player

Dispatch Resource Pack

🔗

Effect

Patterns:
  • dispatch [the] resource pack [from [[the] URL]] %text% unto %players%
  • dispatch [the] resource pack [from [[the] URL]] %text% with hash %text% unto %players%
Since: 2.4
Beseech the player's client to procure and employ a resource pack. The client shall retrieve
the resource pack in the background, and shall switch to it forthwith upon completion.
The URL must needs be a direct download link.

The hash serveth for caching, so the player need not re-procure the resource pack anew.
The hash must be SHA-1; thou canst obtain the SHA-1 hash of thy resource pack using
this online tool.

The resource pack request action may be employed to discern
the status of the dispatched resource pack request.

Examples:

on join:
    dispatch the resource pack from "URL" with hash "hash" unto the player

Empower Entity

🔗

Effect

Patterns:
  • render %entities% [(un|not |non[-| ])](charged|empowered)
  • [un](charge|empower) %entities%
Since: 2.5, 2.10 (wither skulls)
Chargeth or dischargeth a creeper or wither skull. A creeper is rendered charged when struck by heaven's lightning.

Examples:

on spawn of creeper:
    charge the event-entity

Enderman Vanishment

🔗

Effect

Patterns:
Since: 2.11
Requirements: Minecraft 1.20.1+
Bid an enderman vanish to a place most random, or towards a given entity.
Vanishing towards an entity doth transport in the direction of said entity, not unto them.

Examples:

bid last spawned enderman vanish randomly

loop 10 times:
    bid all endermen vanish towards player

Enduring Persistence

🔗

Effect

Patterns:
Since: 2.11
Render entities, players, or leaves to be persistent in their endurance.
The persistence of entities doth determine whether they be retained through server restarts.
The persistence of leaves doth determine whether they should decay when not bound to a log block within six meters.
The persistence of players doth determine whether their playerdata be preserved when they depart the server.A player's persistence is restored to 'true' upon their return to the server.
Passengers do inherit the persistence of their conveyance, meaning a persistent zombie set upon anon-persistent chicken shall become non-persistent. This doth not apply to players.
By default, all entities are persistent.

Examples:

forbid all entities from persisting

compel {_leaves} to persist

command /kickcheater <cheater: player>:
    permission: op
    trigger:
        forbid {_cheater} from persisting
        kick {_cheater}

Enforce the Whitelist

🔗

Effect

Patterns:
  • [un]enforce [the] [server] white[ ]list
Since: 2.9.0
Requirements: MC 1.17+
Doth enforce or unenforce the server's whitelist.
All souls not upon the whitelist shall be cast out upon its enforcement.

Examples:

enforce the whitelist

unenforce the whitelist

Enkindle/Quench

🔗

Effect

Patterns:
Since: 1.4
Setteth entities ablaze or quencheth their flames.

Examples:

enkindle the player

quench the player

Enliven/Quench/Unload/Reload Script

🔗

Effect

Patterns:
  • ((enliven|load)|reload|quench|unload) script [file|named] %text% [with errors]
  • ((enliven|load)|reload|quench|unload) skript file %text% [with errors]
  • ((enliven|load)|reload|quench|unload) %scripts% [with errors]
Since: 2.4, 2.10 (unloading)
Doth enliven, quench, unload, or reload a script.

Quenching a script doth unload it and prepend - to its name so it shall not be loaded upon the next awakening of the server. If the script reflection experiment be enabled: unloading a script doth terminate it and cast it from memory, yet doth not alter the file.

Examples:

reload script "test"

enliven script file "testing"

unload script file "script.sk"

set {_script} to the script "MyScript.sk"
reload {_script}

Entity Perishment

🔗

Effect

Patterns:
Since: 2.11
Bid a living entity perish when the chunk wherein it doth dwell is unloaded.
Bestowing a custom name upon a living entity doth automatically render it imperishable.
Further knowledge on what and when entities perish may be found at this tome of reference.

Examples:

forbid all entities from perishing on chunk unload

spawn zombie at location(0, 0, 0):
    compel event-entity to not perish when far away

Entity Visibility

🔗

Effect

Patterns:
Since: 2.3, 2.10 (entities)
Requirements: Minecraft 1.19+ (entities)
Alter the visibility of given entities for the given players.
If no players be specified, the entities shall be concealed from all players presently online.

When reveal is employed in conjunction with the hidden players expression and the viewers be not specified, it shall default to the given player in the hidden players expression.

Mark well: all previously concealed entities (including players) shall become visible when a player departs and returns.

Examples:

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

reveal hidden players of players

Envenom / Purge

🔗

Effect

Patterns:
Since: 1.3.2
Envenometh or purgeth an entity of poison. Should the entity already be envenomed, the duration may be overwritten.

Examples:

envenom the player

envenom the victim for 20 seconds

purge the player of venom

Equippable Component - Dispense Forth

🔗

Effect

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Whether the item may be dispensed forth by a dispenser. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

grant {_item} to be dispensed forth

set {_component} to the equippable component of {_item}
forbid {_component} from being dispensed forth

Equippable Component - Don Upon Entities

🔗

Effect

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.5+
Whether an entity ought to don the item whence one doth right-click upon the entity with said item. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

grant {_item} to be donned upon entities

Equippable Component - Exchange Armament

🔗

Effect

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Whether the item may be exchanged by right clicking with it in thine hand. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

grant {_item} to exchange armament

set {_component} to the equippable component of {_item}
forbid {_component} from exchanging armament upon right click

Equippable Component - Forfeit Durability

🔗

Effect

Patterns:
  • (make|let) %equippable components% (forfeit durability|suffer damage) (upon [wearer['s]] wounding|when [[the] wearer [is]] (hurt|wounded|harmed))
  • (grant|compel) %equippable components% to (forfeit durability|suffer damage) (upon [wearer['s]] wounding|when [[the] wearer [is]] (hurt|wounded|harmed))
  • make %equippable components% not (forfeit durability|suffer damage) (upon [wearer['s]] wounding|when [[the] wearer [is]] (hurt|wounded|harmed))
  • (forbid|prevent) %equippable components% from (forfeit durability|suffering damage) (upon [wearer['s]] wounding|when [[the] wearer [is]] (hurt|wounded|harmed))
Since: 2.13
Requirements: Minecraft 1.21.2+
Whether the item shall suffer damage whence its wearer receiveth injury. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

make {_item} forfeit durability when hurt

set {_component} to the equippable component of {_item}
if {_component} shall forfeit durability when wounded:
    make {_component} forfeit durability upon wounding

Equippable Component - Shear Asunder

🔗

Effect

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.6+
Whether the item may be shorn from entities. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

grant {_item} to be shorn from

set {_component} to the equippable component of {_item}
if {_component} can be shorn from entities:
    forbid {_component} from being shorn from entities

Expand or Diminish the World's Border

🔗

Effect

Patterns:
Since: 2.11
Expand or diminish the breadth of a world border.
Employing `by` doth add or subtract from the present size of the world border.
Employing `to` doth set it to the specified measure.

Examples:

expand world border of player by 100 over 5 seconds

diminish world border of world "world" to 100 over 10 seconds

Favour'd Hand

🔗

Effect

Patterns:
Since: 2.8.0
Render mobs left or right-handed. This doth not affect players.

Examples:

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

render all zombies in radius 10 of player right handed

Feign Death

🔗

Effect

Patterns:
Since: 2.11
Bid an axolotl commence or cease feigning death.

Examples:

bid last spawned axolotl feign death

Fleece

🔗

Effect

Patterns:
Since: 2.0 (cows, sheep & snowmen), 2.8.0 (all shearable entities)
Fleeceth or un-fleeceth a shearable entity, with drops by the shearing and a 'sheared' sound. Employing 'force' shall compel this effect despite the entity's 'shear state'.
Prithee note that..:
- Force-fleecing or un-fleecing on a sheared mushroom cow is not possible

Examples:

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

Flourish Hand

🔗

Effect

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.15.2+
Causeth an entity to flourish their hand. This doth nothing if the entity possesseth no animation for such a flourish.

Examples:

make player flourish their main hand

Forbid the Occasion

🔗

Effect

Patterns:
  • forbid [the] occasion
  • unforbid [the] occasion
Since: 1.0
Forbiddeth the occasion (e.g. preventeth blocks from being placed, or harm from being suffered).

Examples:

on damage:
    victim is a player
    victim has the permission "skript.god"
    forbid the occasion

Forsake Command Cooldown

🔗

Effect

Patterns:
  • (forsake|disregard) [the] [present] [command] cooldown
  • un(forsake|disregard) [the] [present] [command] cooldown
Since: 2.2-dev34
Usable only within commands. Doth ensure the present command invocation be not tallied toward 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
            forsake the cooldown
            send "Your nickname may be at most 16 characters."
            stop
        set the player's display name to arg-1

Goat Horns

🔗

Effect

Patterns:
Since: 2.11
Sever or restore a goat's left, right, or both horns.

Examples:

sever the left horn of last spawned goat

restore {_goat}'s horns

sever both horns of all goats

Halt Active Item

🔗

Effect

Patterns:
  • (halt|interrupt) [the] employ[ment] of %living entities%'[s] [active|current] item
Since: 2.8.0
Interrupteth the action entities may be endeavouring to complete.
For instance, halting the consumption of victuals, or the drawing of a bow.

Examples:

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

Halt the Server

🔗

Effect

Patterns:
  • (halt|shut[ ]down) [the] server
  • revive [the] server
Since: 2.5
Doth halt or revive the server. If 'revive' be used when the restart-script spigot.yml option remaineth undefined, the server shall halt instead.

Examples:

halt the server

revive server

Hush Entity

🔗

Effect

Patterns:
Since: 2.5
Governeth whether an entity be hushed into silence or permitted to speak.

Examples:

render target entity mute

Inscribe a Tag

🔗

Effect

Patterns:
Since: 2.10
Inscribeth a new tag comprising either items or entity datas. Mark well that items shall NOT retain any particulars other than their type; thus adding `diamond sword named "test"` to a tag is the selfsame as adding `diamond sword`.
Item tags ought be employed for contexts wherein the item is not set upon the ground, whilst block tags are meet for contexts wherein the item is placed. For example, an item tag might be "skript:edible", whilst a block tag would be "skript:needs_water_above".
All bespoke tags shall be granted the namespace "skript", followed by the name thou dost provide. The name must only comprise the characters A to Z, 0 to 9, and '/', '.', '_', and '-'. Otherwise, the tag shall not be inscribed.

Pray note that two tags may share a name if they be of differing types. Inscribing a new tag of the same name and type shall overwrite the existing tag. Tags shall be cleared upon server shutdown.

Examples:

inscribe a new bespoke entity tag named "fish" employing cod, salmon, tropical fish, and pufferfish

inscribe an item tag named "skript:wasp_weapons/swords" comprising diamond sword and netherite sword

inscribe block tag named "pokey" comprising sweet berry bush and bamboo sapling

on player move:
    block at player is marked as tag "skript:pokey"
    damage the player by 1 heart

Inscribe unto Log

🔗

Effect

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

Examples:

on join:
    inscribe "%player% hath just arrived upon the server!"

on world change:
    inscribe "Someone hath just departed unto %event-world%!" to file "worldlog/worlds.log"

on command:
    inscribe "%player% hath just executed %full command%!" to file "server/commands.log" with a severity of warning

Invoke

🔗

Effect

Patterns:
Since: 2.10
Doth execute a task (a function). Any value returned therefrom shall be cast aside.

Examples:

set {_function} to the function named "myFunction"
invoke {_function}
invoke {_function} with arguments {_things::*}

Item Tooltips

🔗

Effect

Patterns:
  • (reveal|unveil|conceal) %item types%'[s] [entire|supplementary] tool[ ]tip
  • (reveal|unveil|conceal) [the] [entire|supplementary] tool[ ]tip of %item types%
Since: 2.9.0
Requirements: Spigot 1.20.5+
Reveal or conceal the tooltip of an item.
If altering the 'entire' tooltip of an item, naught shall appear when a player hovers upon it.
If altering the 'supplementary' tooltip, only particular portions (which vary per item) shall be concealed.

Examples:

conceal the entire tooltip of player's tool

conceal {_item}'s supplementary tool tip

Item Vanishment

🔗

Effect

Patterns:
  • (prevent|forbid) %itementities% from (naturally despawning|despawning naturally)
  • permit natural despawning of %itementities%
  • permit %itementities% to (naturally despawn|despawn naturally)
Since: 2.11
Forbid a dropped item from naturally vanishing through Minecraft's appointed timer.

Examples:

forbid all dropped items from naturally despawning

permit all dropped items to naturally despawn

Journey Forth

🔗

Effect

Patterns:
Since: 2.7
Bid an entity journey forth towards a location or another entity. Not all creatures may pathfind.Should the destination be another entity, the creatures may or may not continue to pursue the target.

Examples:

bid all creepers venture towards player

bid all cows halt journeying

bid event-entity journey towards player at speed 1

Knockback

🔗

Effect

Patterns:
Since: 2.7
Apply the selfsame velocity as a knockback unto living entities in a direction. Fortitudes such as knockback resistance shall be duly consider'd.

Examples:

smite back player north

smite back victim (vector from attacker to victim) with strength 10

Liberate From Entity Storage

🔗

Effect

Patterns:
  • (liberate|evict) [the] (stored entities|entity storage) of %blocks% [for %time span%]
Since: 2.11
Requirements: Minecraft 1.21
Liberateth the stored entities from an entity block storage (i.e. beehive).
When dealing with beehives, providing a timespan shall prevent the liberated bees from re-entering the beehive for that duration.
Due to unstable behaviour upon older versions, this effect doth require Minecraft version 1.21+.

Examples:

liberate the stored entities of {_beehive}

liberate the entity storage of {_hive} for 5 seconds

Lightning

🔗

Effect

Patterns:
Since: 1.4
Summon lightning at a given location. One may employ 'lightning effect' to conjure a bolt that harmeth no entity nor doth kindle flame.

Examples:

strike lightning at the player

strike lightning effect at the victim

Locally Suppress Warning

🔗

Effect

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

Examples:

locally suppress missing conjunction warnings

suppress the variable save warnings

Lodge Entity within Storage

🔗

Effect

Patterns:
Since: 2.11
Requirements: Minecraft 1.21+
Lodge an entity into the entity storage of a block (e.g. beehive).
The entity must be of the proper kind for the block (e.g. bee for beehive).
Owing to unstable behaviour upon older versions, lodging entities within an entity storage doth require Minecraft version 1.21+.

Examples:

add last spawned bee into the entity storage of {_beehive}

Loose a Firework

🔗

Effect

Patterns:
Since: 2.4
Loose firework effects at the given location or locations.

Examples:

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

Mount and Dismount

🔗

Effect

Patterns:
  • (make|bid|compel) %entities% [to] (ride|mount) [(in|on|upon)] %entity/entity type%
  • (make|bid|compel) %entities% [to] (dismount|(dismount|depart) [(from|of)] [(any|the[ir]|his|her)] steed[s])
  • (eject|dismount) [(any|the)] rider[s] (of|from) %entities%
Since: 2.0
Compelleth an entity to mount another entity, be it a minecart, a saddled pig, an arrow, or any such conveyance.

Examples:

make the player ride a saddled pig

make the attacker mount the victim

Nourish

🔗

Effect

Patterns:
Since: 2.2-dev34
Nourish the specified players with sustenance most hearty.

Examples:

nourish all players

nourish the player by 5 beefs

Open/Close Inventory

🔗

Effect

Patterns:
Since: 2.0, 2.1.1 (closing), 2.2-Fixes-V10 (anvil), 2.4 (hopper, dropper, dispenser)
Openeth an inventory before a player. The player may then peruse and alter the inventory as though it were a chest newly opened.
Pray note that presently 'show' and 'open' bear the same effect, yet 'show' shall in time reveal an unalterable view of the inventory.

Examples:

show the victim's inventory to the player

open the player's inventory for the player

Open/Shut the Lid

🔗

Effect

Patterns:
  • (open|close) [the] lid[s] (of|for) %blocks%
  • (open|close) %blocks%'[s] lid[s]
Since: 2.10
Open or shut the lid of the block(s).

Examples:

open the lid of {_chest}

close the lid of {_blocks::*}

Perceive a Disturbance

🔗

Effect

Patterns:
Since: 2.11
Causeth a warden to perceive a disturbance at a location, compelling the warden to investigate that quarter.
The warden shall not investigate should it already be wrathful toward an entity.
This effect doth not add anger unto the warden.

Examples:

make last spawned warden perceive a disturbance at location(0, 0, 0)

Perform Should

🔗

Effect

Patterns:
  • <.+> should <.+>
Since: 2.3
Performeth an effect should a condition prove true.

Examples:

on join:
    grant a diamond unto the player should the player have permission "rank.vip"

Permit / Forbid Tether Drop

🔗

Effect

Patterns:
  • (permit|allow) [the] (lead|tether) [item] to fall
  • (forbid|disallow|prevent) [the] (lead|tether) [item] from falling
Since: 2.10
Permitteth or forbiddeth the tether from falling to the ground in an unleash event.

Examples:

on unleash:
    if player is not set:
        forbid the tether from falling
    else if player is op:
        permit the tether to fall

Permit Aging

🔗

Effect

Patterns:
Since: 2.10
Decreeth whether living entities shall be permitted to age.

Examples:

on spawn of animal:
    permit aging of entity

Player Tidings Visibility

🔗

Effect

Patterns:
  • conceal [all] player [related] info[rmation] [(in|on|from) [the] server list]
  • (reveal|unveil) [all] player [related] info[rmation] [(in|to|on|from) [the] server list]
Since: 2.3
Setteth whether all player related tidings be concealed within the server list.
The Vanilla Minecraft client shall display ??? (dark gray) in lieu of player counts and shall not reveal the
hover list when concealing player tidings.
The version string may override the ???.
Also the Online Players Count and
Max Players expressions shall return -1 when concealing player tidings.

Examples:

conceal player info

conceal player related information in the server list

reveal all player related info

Player Versus Player

🔗

Effect

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

Examples:

permit PvP #(the present world alone)

forbid PvP in all worlds

Potion Effect - Motes

🔗

Effect

Patterns:
  • (show|hide) [the] [potion] particles [(of|for) %skriptpotioneffects%]
  • (show|hide) %skriptpotioneffects%'[s] particles
Since: 2.14
Modify whether a potion effect doth reveal its particles unto the world.

Examples:

hide the particles for the player's potion effects

Potion Effect — Ambient

🔗

Effect

Patterns:
  • make %skriptpotioneffects% [not] ambient
Since: 2.14
Altereth whether a potion effect is ambient.
That is to say, whether the potion effect doth produce more, translucent particles.

Examples:

make the player's potion effects ambient

Potion Effect — Emblem

🔗

Effect

Patterns:
  • (show|hide) [the] [potion] emblem[s] [(of|for) %skriptpotioneffects%]
  • (show|hide) %skriptpotioneffects%'[s] emblem[s]
Since: 2.14
Altereth whether a potion effect doth display an emblem (icon).

Examples:

hide the emblem for the player's potion effects

Potion Effect — Eternal

🔗

Effect

Patterns:
  • make %skriptpotioneffects% [not] (eternal|everlasting)
Since: 2.14
Altereth whether a potion effect is eternal.
That is to say, whether the potion effect shall ever expire.

Examples:

make the player's potion effects eternal

Present a Tome

🔗

Effect

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.14.2+
Openeth a written book before a player's eyes.

Examples:

present book player's tool unto player

Preserve Inventory / Experience

🔗

Effect

Patterns:
  • preserve [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]
  • preserve [the] [e]xp[erience][s] [point[s]] [(and (inventory|items))]
Since: 2.4
Preserveth the inventory or experiences of the fallen player upon a death event.

Examples:

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

Preserve the World

🔗

Effect

Patterns:
  • preserve [[the] world[s]] %worlds%
Since: 2.8.0
Preserve all worlds or a given world by thine own hand.
Note: preserving many worlds at once may perchance cause the server to freeze.

Examples:

preserve "world_nether"

preserve all worlds

Proclamation

🔗

Effect

Patterns:
Since: 1.0, 2.6 (broadcasting objects), 2.6.1 (using advanced formatting)
Proclaimeth a message unto all souls upon the server.

Examples:

proclaim "Welcome %player% unto the server!"

proclaim "Hark! 'Tis a message!"

Propel Forth

🔗

Effect

Patterns:
Since: 1.4.6
2.12 (push towards)
Propel entities in a given direction or towards a specific locale.

Examples:

propel the player upwards

thrust the victim downwards at speed 0.5

propel player towards player's target at speed 2

pull player along vector(1,1,1) at speed 1.5

Purge Creature Storage

🔗

Effect

Patterns:
  • (purge|empty) the (stored creatures|creature storage) of %blocks%
Since: 2.11
Purgeth the stored creatures from an entity block storage (e.g. a beehive).

Examples:

purge the stored creatures of {_beehive}

Render Adult or Babe

🔗

Effect

Patterns:
Since: 2.10
Compel a beast to assume the form of an adult or a suckling babe.

Examples:

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

Render Breedable

🔗

Effect

Patterns:
Since: 2.10
Doth determine whether or no these creatures shall be permitted to breed. Functions solely upon beasts of the field.

Examples:

on spawn of animal:
    render entity unbreedable

Render Incendiary

🔗

Effect

Patterns:
  • render %entities% [not] incendiary
  • render %entities%'[s] explosion [not] (incendiary|fiery)
  • render [the] [event(-| )]explosion [not] (incendiary|fiery)
Since: 2.5
Declareth whether an entity's explosion shall leave fire in its wake. This effect may also be employ'd within an explosion prime event.

Examples:

on explosion prime:
    render the explosion fiery

Render Interaction Yielding

🔗

Effect

Patterns:
Since: 2.14
Rendereth an interaction either yielding or unyielding. This determineth whether clicking upon the entity shall cause the clicker's arm to swing. Interactions do default to unyielding.

Examples:

render last spawned interaction yielding

Render Invulnerable

🔗

Effect

Patterns:
  • render %entities% (invulnerable|invincible)
  • render %entities% (not (invulnerable|invincible)|vulnerable|vincible)
Since: 2.5
Rendereth an entity invulnerable or vulnerable to harm.

Examples:

render target entity invulnerable

Render Proof Against Flame

🔗

Effect

Patterns:
  • render %item types% [not] (proof against flame|resistant to fire)
Since: 2.9.0
Requirements: Spigot 1.20.5+
Render items proof against the ravages of fire.

Examples:

render player's tool proof against flame

render {_items::*} not resistant to fire

Render Unseen

🔗

Effect

Patterns:
Since: 2.7
Rendereth a living entity visible or invisible. This be not a potion and therefore doth not possess features such as a time limit or particles.
When setting an entity to invisible whilst an invisibility potion is upon it, the potion shall be overridden, and when it runneth out the entity keepeth its invisibility.

Examples:

render target entity invisible

Reveal or Conceal True Name

🔗

Effect

Patterns:
  • (reveal|conceal) [the] (true|given)[ ]name of %entities%
  • (reveal|conceal) %entities%'[s] (true|given)[ ]name
Since: 2.10
Revealeth or concealeth the true name of an entity for all to behold.

Examples:

reveal the true name of event-entity

conceal target's given name

Revolve

🔗

Effect

Patterns:
Since: 2.2-dev28, 2.10 (quaternions, displays)
Revolveth displays, quaternions, or vectors about an axis by a set measure of degrees, or about all three axes at once.
Vectors may only be revolved about the global X/Y/Z axes, or an arbitrary vector axis.
Quaternions art more versatile, permitting revolution about the global or local X/Y/Z axes, arbitrary vectors, or all three local axes at once.
Global axes art those of the Minecraft world. Local axes art relative to the quaternion's present orientation.

Revolving a display is but a shorthand for revolving its left rotation. Should the right rotation require alteration, it must be acquired, revolved, and set anew.

Mark well that revolving a quaternion or display about a vector doth result in a revolution about the local vector, and thus the outcome may defy expectation.For instance, revolving quaternions or displays about vector(1, 0, 0) is the selfsame thing as revolving about the local X axis.
The same doth apply to revolutions by all three axes at once.Furthermore, revolving about all three axes of a quaternion or display at once shall proceed in ZYX order, meaning the Z revolution shall be applied first and the X revolution last.

Examples:

revolve {_quaternion} about x axis by 10 degrees

revolve last spawned block display about y axis by 10 degrees

revolve {_vector} about vector(1, 1, 1) by 45

revolve {_quaternion} by x 45, y 90, z 135

Rouse and Slumber

🔗

Effect

Patterns:
Since: 2.11
Bid bats and foxes to slumber or rouse from their rest.
Bid villagers to slumber by providing a location of a bed.
Bid players to slumber by providing a location of a bed.Employing 'with force' shall bypass "nearby monsters", the maximum distance, permitting players to slumber even if the bed be far away, and letteth players slumber in the nether and end.Doth not function if the location of the bed be not in the world the player presently inhabits.
Employing 'without spawn location update' shall rouse players without setting their spawn location to the bed.

Examples:

make {_fox} retire to slumber

make {_bat} cease slumber

make {_villager} commence slumber at location(0, 0, 0)

make player retire to slumber at location(0, 0, 0) with force

make player rouse without spawn location update

Royal Decree

🔗

Effect

Patterns:
Since: 1.0, 2.8.0 (bungeecord command)
Executeth a command. This proveth most useful for invoking other plugins within triggers.
If the command be a bungeecord-side decree, thou mayest employ the [bungeecord] option to enact the command upon the proxy.

Examples:

compel player enact the decree "/home"

enact console decree "/say Hail, good people, one and all!"

enact player bungeecord decree "/alert &6Testing Announcement!"

Set Alight Entities

🔗

Effect

Patterns:
Since: 2.10
Forthwith detonateth an entity. Accepted souls include fireworks, TNT minecarts, primed TNT, wind charges, and creepers.

Examples:

set alight last launched firework

Shatter Block

🔗

Effect

Patterns:
Since: 2.4
Doth shatter the block and scatter items as though a player had mined it.
Thou mayest add a tool, which shall scatter items based upon how that tool would break the block
(i.e.: When using a bare hand to break stone, it yieldeth nothing, whereas with a pickaxe it yieldeth cobblestone).

Examples:

on right click:
    shatter clicked block naturally

loop blocks in radius 10 around player:
    shatter loop-block using player's tool

loop blocks in radius 10 around player:
    shatter loop-block naturally using diamond pickaxe

Silence Sound

🔗

Effect

Patterns:
Since: 2.4, 2.7 (stop all sounds)
Doth silence specific or all sounds from playing unto a gathering of players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are likewise supported. The sound category is 'master' by default. A sound cannot be silenced from a different category.

Pray note that sound names may be altered in any Minecraft or Spigot version, or indeed removed from Minecraft itself.

Examples:

silence sound "block.chest.open" for the player

cease playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player

silence all sounds for all players

silence sound in the record category

Slay

🔗

Effect

Patterns:
Since: 1.0, 2.10 (ignoring totem of undying)
Slayeth an entity most decisively.

Examples:

slay the player

slay all creepers in the player's world

slay all endermen, witches and bats

Sound a Melody

🔗

Effect

Patterns:
Since: 2.2-dev28, 2.4 (sound categories), 2.9 (sound seed & entity emitter)
Playeth a sound at a given location for all souls present or solely for given players, or playeth a sound unto specified players.Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds art supported as well. The sound category is 'master' by default.

When running 1.19+, playing a sound from an entity directly shall cause the sound to emanate from said entity, even whilst in motion.
If the sound be custom, a location emitter shall follow the entity. Do note that pitch and volume
are reflected based upon the entity, and Minecraft may not employ the values from this syntax.

Minecraft doth sometimes harbour a set of sounds under one sound ID that shall randomly play.To counter this, thou canst directly state which seed to employ.

Pray note that sound names may be altered in any Minecraft or Spigot version, or even banished from Minecraft itself.

Examples:

play sound "block.note_block.pling"

play sound "entity.experience_orb.pickup" with volume 0.5 unto 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

Strider Trembling

🔗

Effect

Patterns:
Since: 2.12
Bid a strider commence or cease its trembling.

Examples:

if last spawned strider is shivering:
    make last spawned strider cease trembling

Summon Server Icon

🔗

Effect

Patterns:
  • load [the] server icon (from|of) [the] [image] [file] %text%
Since: 2.3
Loadeth server icons from the given files. Thou canst obtain the loaded icon by means of the
last loaded server icon expression.
Pray note that the image must be 64x64 and the file path doth begin 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::*}

Summon or Banish a World

🔗

Effect

Patterns:
  • summon [the] world[s] %texts% [with environment %environment%]
  • banish [[the] world[s]] %worlds% [without saving]
Since: 2.8.0
Summon thy worlds into existence or banish them from memory.
The summoning effect shall create a new world should one not already exist.
When attempting to summon a vanilla world, thou must declare its environment, e.g. "world_nether" must be summoned with nether environment.

Examples:

summon world "world_nether" with environment nether

summon the world "myCustomWorld"

banish "world_nether"

banish "world_the_end" without saving

banish all worlds

Supplant

🔗

Effect

Patterns:
Since: 2.0, 2.2-dev24 (multiple strings, items in inventory), 2.5 (replace first, case sensitivity), 2.10 (regex)
Supplanteth all occurrences of a given text or regex with another text. Pray note that thou canst only altervariables and a few expressions, e.g. a message or a line upon a sign.

Examples:

replace "<item>" in {_msg} with "[%name of player's tool%]"

replace every "&" with "§" in line 1 of targeted block

# A most simple chat censor
on chat:
    replace all "idiot" and "noob" with "****" in the message
    regex replace "(idiot|noob)" with "****" in the message # Regex version using word boundaries for finer results

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

Suppress Type Hints (Experimental)

🔗

Effect

Patterns:
  • [un]suppress [local variable] type hints
  • (commence|cease) suppressing [local variable] type hints
Since: 2.12
An effect to suppress local variable type hint errors for the syntax lines that follow this effect.
NOTE: Suppressing type hints doth also prevent syntax from providing new type hints. For example, with type hints suppressed, 'set {_x} to true' would not provide 'boolean' as a type hint for '{_x}'

Examples:

commence suppressing local variable type hints
# potentially unsafe code goes here
cease suppressing local variable type hints

Tame / Untame

🔗

Effect

Patterns:
Since: 2.10
Doth tame or untame a tameable creature (horse, parrot, cat, and suchlike).

Examples:

tame {_horse}

untame {_horse}

Tarry

🔗

Effect

Patterns:
Since: 1.4
Doth delay the script's execution by a given span of time. Pray note that delays are not persistent, e.g. attempting to fashion a tempban script with ban player → tarry 7 days → unban player shall not avail if thou dost restart thy server at any time within those 7 days. Thou must also take great care even when employing brief delays!

Examples:

tarry for 2 minutes

halt for 5 minecraft hours

tarry for a tick

Tether Entities

🔗

Effect

Patterns:
Since: 2.3
Tether living entities unto other entities. When attempting to tether an Ender Dragon, Wither, Player, or a Bat, this effect shall not avail.
See Spigot's Javadocs for further knowledge.

Examples:

on right click:
    tether event-entity to player
    send "&aThou hast tether'd &2%event-entity%!" to player

Text Display Drop Shadow

🔗

Effect

Patterns:
  • (bestow|apply) (drop|text) shadow upon [[the] text of] %displays%
  • (bestow|apply) (drop|text) shadow upon %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
Bestoweth or removeth drop shadow from the displayed text upon a text display.

Examples:

bestow drop shadow upon last spawned text display
if {_display} hath drop shadow:
    remove drop shadow from the text of {_display}

Text Display Seen Through Ramparts

🔗

Effect

Patterns:
  • make %displays% visible through (blocks|walls)
  • compel %displays% to be visible through (blocks|walls)
  • (prevent|forbid) %displays% from being (visible|seen) through (blocks|walls)
Since: 2.10
Compelleth a text display to either be or not be visible through blocks.

Examples:

compel last spawned text display to be visible through walls

forbid all text displays from being visible through walls

The Dance

🔗

Effect

Patterns:
Since: 2.11
Biddeth an allay or piglin to commence or cease their merry dancing.
Providing a location applieth only unto allays. They shall inspect whether the block at said location be a jukebox playing music. If it be not, they shall cease their dance. If no location be provided, the allay shall dance without end.
Providing a timespan applieth only unto piglins. It determineth the duration of their revelry. If no timespan be provided, they shall dance in perpetuity.

Examples:

if last spawned allay is not dancing:
    bid last spawned allay commence a dance

if block at location(0, 0, 0) is a jukebox:
    bid all allays dance at location(0, 0, 0)

bid last spawned piglin commence a dance

bid all piglins dance for 5 hours

Tint Wares

🔗

Effect

Patterns:
Since: 2.0, 2.2-dev26 (maps and potions)
Tinteth wares in a given colour. Thou mayest also employ RGB codes shouldst the sixteen default hues prove insufficient. RGB codes art three numbers from 0 to 255 in the order (red, green, blue), where (0,0,0) is black as night and (255,255,255) is white as snow. Armour may be tinted in all Minecraft versions. With Minecraft 1.11 or newer, thou canst also tint potions and maps. Note that the hues might not appear precisely as thou wouldst expect.

Examples:

dye player's helmet blue

tint the player's tool red

Title - Proclaim

🔗

Effect

Patterns:
Since: 2.3
Doth proclaim a title or subtitle unto the given player(s) with optional fadein/stay/fadeout durations for Minecraft versions 1.11 and above.

Shouldst thou send only the subtitle, it shall appear only if a title be presently displayed; otherwise it shall be shown with the next title. To display only the subtitle, employ: proclaim title " " with subtitle "yourtexthere" unto player.

Mark well: if no durations be given, it shall retain those from the last title proclaimed; use the reset title effect to restore the default values.

Examples:

proclaim title "Competition Started" with subtitle "Have fun, Stay safe!" unto player for 5 seconds

proclaim title "Hi %player%" unto player

proclaim title "Loot Drop" with subtitle "starts in 3 minutes" unto all players

proclaim title "Hello %player%!" with subtitle "Welcome to our server" unto player for 5 seconds with fadein 1 second and fade out 1 second

proclaim subtitle "Party!" unto all players

Title — Restore

🔗

Effect

Patterns:
  • restore [the] title[s] [of %players%]
  • restore [the] %players%'[s] title[s]
Since: 2.3
Restoreth the title of the player to its original decree.

Examples:

restore the titles of all players

restore the title

Toggle

🔗

Effect

Patterns:
Since: 1.4, 2.12 (booleans)
Toggle the state of a block or boolean, as one doth flip a lever.

Examples:

# employ arrows to toggle switches, doors, and the like
on projectile hit:
    projectile is arrow
    toggle the block at the arrow

# With booleans
toggle gravity of player

Toll the Bell

🔗

Effect

Patterns:
Since: 2.9.0
Causeth a bell to be tolled.
Perchance, the entity that did toll the bell and the direction it should ring may be specified.
A bell may only toll in twain directions, determined by which way the bell doth face.
By default, the bell shall toll in the direction it faceth.

Examples:

bid player toll target-block

Transcribe Into Variable

🔗

Effect

Patterns:
Since: 2.8.0
Transcribeth objects into a variable. When transcribing a list unto another list, the source list and its sublists art faithfully copied.
Note: Transcribing a value into a variable or list shall overwrite whatsoever data existeth therein.

Examples:

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

Transmute Block

🔗

Effect

Patterns:
  • transmute %blocks% (as|to be) %block data% [without [neighbo[u]r[ing]|adjacent] [physics] update[s]]
Since: 2.10
Doth transmute blocks by setting them to a chosen substance.
Employing 'without physics' shall not dispatch tidings to the surrounding blocks of those being set.
For example: Transmuting a block beside a sand block suspended in the air 'without physics' shall not cause the sand block to fall.

Examples:

transmute {_blocks::*} as gravel

transmute {_blocks::*} to be sand without physics updates

transmute {_blocks::*} as stone without neighbouring updates

Transmute a Catalogue

🔗

Effect

Patterns:
  • (transform|transmute) %~objects% (employing|with) <.+>
Since: 2.10
Transmuteth (or 'mappeth') a list's values employing a given expression. 'Tis akin to traversing the list and setting each value to a modified form of itself.
Evaluateth the given expression for each element in the list, replacing the original element with the expression's yield.
Should the given expression return a single value, the indices of the list shall remain unchanged. Should the expression return manifold values, then the indices shall be reset, as a single index cannot harbour multiple values.
Only variable lists may be transmuted with this effect. For other lists, see the transform expression.

Examples:

set {_a::*} to 1, 2, and 3
transmute {_a::*} employing input * 2
# {_a::*} is now 2, 4, and 6

# procure a list of the sizes of all clans without manually traversing
set {_clan-sizes::*} to indices of {clans::*}
transmute {_clan-sizes::*} employing {clans::%input%::size}

# set all existing values of a list to naught:
transmute {_list::*} with 0

Transport

🔗

Effect

Patterns:
Since: 1.0, 2.10 (flags)
Doth transport an entity unto a specific location.
This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be employed thereafter.
The keyword 'force' doth indicate this effect shall not be delayed,
which may cause lag spikes or server crashes when transporting entities unto unloaded chunks.
Transport flags are settings to retain during a transport, such as direction, passengers, x coordinate, and so forth.

Examples:

transport the player unto {home::%uuid of player%}

transport the attacker unto the victim

on dismount:
    cancel event
    transport the player unto {server::spawn} retaining vehicle and passengers

Wound/Mend/Restore

🔗

Effect

Patterns:
Since: 1.0, 2.10 (damage cause)
Requirements: Spigot 1.20.4+ (for damage cause)
Wound, mend, or restore an entity or item.
Servers running Spigot 1.20.4+ may optionally declare a feign'd damage cause.

Examples:

wound player by 5 hearts

wound player by 3 hearts with fake cause fall

heal the player

repair tool of player

Zombification of Villagers

🔗

Effect

Patterns:
Since: 2.11
Transform a villager into a wretched zombie villager. Cure a zombie villager forthwith or after a specified interval of time.
This effect doth remove the former entity and conjure a new one in its stead.
Zombifying a villager stored within a variable shall update said variable to the newly cursed zombie villager.
Curing a zombie villager doth not update the variable.

Examples:

zombify last spawned villager

set {_villager} to last spawned villager
zombify {_villager}
if {_villager} is a zombie villager:
    # This shall pass, for '{_villager}' is changed to the new zombie villager

set {_villager} to last spawned villager
zombify last spawned villager
if {_villager} is a zombie villager:
    # This shall fail, for the variable was not provided when zombifying

cure {_zombieVillager}

cure {_zombieVillager} after 2 seconds

Loose Forth

🔗

EffectSection

Patterns:
Since: 2.10
Doth loose a projectile (or any other entity) from a given entity or location.

Examples:

loose arrow from all players at speed 2

loose a pig from all players:
    add event-entity to {_projectiles::*}

Summon Forth

🔗

EffectSection

Patterns:
Since: 1.0, 2.6.1 (with section), 2.8.6 (dropped items), 2.10 (entity snapshots)
Requirements: Minecraft 1.20.2+ (entity snapshots)
Doth summon entities into being. This may be employed as an effect or as a section.

If employed as a section, the section shall run ere the entity is added unto the world.
Thou mayest modify the entity within this section, using for example 'event-entity' or 'cow'.
Mark well that other event values, such as 'player', shall not function within this section.

If thou art summoning a display and dost wish it to be empty upon initialization, such as not having a block display appear as stone, set the hidden config node 'spawn empty displays' to true.

Note that when summoning an entity by way of entity snapshots, the code within the section shall not run instantaneously as compared to summoning by the usual means (via 'a zombie').

Examples:

summon 3 creepers at the targeted block

conjure a ghast 5 meters above the player

summon a zombie at the player:
    set name of the zombie to ""

conjure a block display of a ladder[waterlogged=true] at location above player:
    set billboard of event-display to center # permits the display to rotate about the centre axis

Allay May Beget a Twin

🔗

Condition

Patterns:
Since: 2.11
Doth verify whether an allay is able to duplicate itself by nature's own course.

Examples:

if last spawned allay can duplicate:
    disallow last spawned to duplicate

Be Amongst the Living

🔗

Condition

Patterns:
  • %entities% (is|are) (amongst the living|fallen)
  • %entities% (isn't|is not|aren't|are not) (amongst the living|fallen)
Since: 2.0, 2.4-alpha4 (non-living entity support)
Examineth whether an entity yet liveth. Functioneth for non-living entities as well.

Examples:

if {villager-buddy::%player's uuid%} is not fallen:

on shoot:
    while the projectile is amongst the living:

Be Astride

🔗

Condition

Patterns:
Since: 2.0, 2.11 (entities)
Doth examine whether an entity rideth upon any creature, a particular manner of entity, or a specific entity.

Examples:

if player is riding:

if player is riding an entity:

if player is riding a saddled pig:

if player is riding last spawned horse:

Be Banished

🔗

Condition

Patterns:
Since: 1.4
Ascertaineth whether a player or IP hath been banished from the realm.

Examples:

player is banished

victim is not IP-banished

"127.0.0.1" is banished

Be Block Redstone Empowered

🔗

Condition

Patterns:
  • %blocks% (is|are) redstone empowered
  • %blocks% (is|are) indirectly redstone empowered
  • %blocks% (is|are)(n't| not) redstone empowered
  • %blocks% (is|are)(n't| not) indirectly redstone empowered
Since: 2.5
Examineth whether a block be indirectly or directly empowered by redstone.

Examples:

if clicked block is redstone empowered:
    send "This block is well-empowered by redstone!"

if clicked block is indirectly redstone empowered:
    send "This block is indirectly redstone empowered."

Be Born of a Mob Spawner

🔗

Condition

Patterns:
  • %entities% (is|are) born of a [mob] spawner
  • %entities% (isn't|aren't|is not|are not) born of a [mob] spawner
  • %entities% (was|were) brought forth (from|by) a [mob] spawner
  • %entities% (wasn't|weren't|was not|were not) brought forth (from|by) a [mob] spawner
Since: 2.10
Ascertaineth whether an entity was brought forth from a mob spawner.

Examples:

send whether target is born of a mob spawner

Be Feigning Death

🔗

Condition

Patterns:
Since: 2.11
Doth verify whether an axolotl be feigning death, playing lifeless as a ruse most cunning.

Examples:

if last spawned axolotl is playing dead:
    make last spawned axolotl stop playing dead

Be Incendiary

🔗

Condition

Patterns:
  • %entities% ((is|are) incendiary|bringeth[s] a[n] (incendiary|fiery) explosion)
  • %entities% ((is not|are not|isn't|aren't) incendiary|(does not|do not|doesn't|don't) bringeth[s] a[n] (incendiary|fiery) explosion)
  • the [event(-| )]explosion (is|(is not|isn't)) (incendiary|fiery)
Since: 2.5
Discerneth whether an entity shall kindle fire when it doth explode. This condition may also be employed within an explosion prime event.

Examples:

on explosion prime:
    if the explosion is fiery:
        broadcast "A fiery explosive hath been set alight!"

Be Infinite

🔗

Condition

Patterns:
Since: 2.7
Doth ascertain whether potion effects or timespans be without end, stretching unto eternity.

Examples:

all of the active potion effects of the player are infinite

if timespan argument is infinite:

Be Interactable

🔗

Condition

Patterns:
Since: 2.5.2
Doth examine whether or not a block may be engaged with by mortal hand.

Examples:

on block break:
    if event-block is interactable:
        cancel event
        send "You cannot break interactable blocks!"

Be Invisible

🔗

Condition

Patterns:
Since: 2.7
Doth verify whether a living entity be hidden from mortal sight, unseen as a ghost upon the wind.

Examples:

target entity is invisible

Be Invulnerable

🔗

Condition

Patterns:
Since: 2.5, 2.10 (gamemode)
Doth ascertain whether an entity or a gamemode be beyond the reach of harm, as if blessed by divine providence.

Examples:

target entity is invulnerable

loop all gamemodes:
    if loop-value is not invulnerable:
        broadcast "the gamemode %loop-value% is vulnerable!"

Be It Fit for Plunder

🔗

Condition

Patterns:
Since: 2.10
Doth ascertain whether an entity or block be fit for plunder.Plunderable things art entities or blocks that may bear a loot table.

Examples:

spawn a pig at event-location
set {_pig} to last spawned entity
if {_pig} is fit for plunder:
    set loot table of {_pig} to "minecraft:entities/cow"
    # the pig shall now yield the spoils of a cow when slain, for it is indeed a plunderable entity.

set block at event-location to chest
if block at event-location is fit for plunder:
    set loot table of block at event-location to "minecraft:chests/simple_dungeon"
    # the chest shall now beget the spoils of a simple dungeon when opened, for it is indeed a plunderable block.

set block at event-location to white wool
if block at event-location is fit for plunder:
    # alas, naught shall come to pass, for a wool is not a plunderable block.

Be It Normalized

🔗

Condition

Patterns:
  • %vectors% (is|are) normalized
  • %vectors% (isn't|is not|aren't|are not) normalized
Since: 2.5.1
Ascertaineth whether a vector be normalized, that is to say, of a length equal to one.

Examples:

vector of player's location is normalized

Be It Tethered

🔗

Condition

Patterns:
Since: 2.5
Ascertaineth whether an entity be presently tethered by a leash.

Examples:

target entity is tethered by leash

Be It Transparent

🔗

Condition

Patterns:
  • %item types% (is|are) of transparent nature
  • %item types% (isn't|is not|aren't|are not) of transparent nature
Since: 2.2-dev36
Ascertaineth whether an item doth possess transparency. Mark well that this condition may not avail for all blocks, for the transparency ledger employed by Spigot is not entirely faithful.

Examples:

player's tool is of transparent nature.

Be It Unbreakable

🔗

Condition

Patterns:
Since: 2.5.1, 2.9.0 (breakable)
Ascertaineth whether an item be unbreakable in its constitution.

Examples:

if event-item is unbreakable:
    send "This item is unbreakable!" to player

if tool of {_p} is breakable:
    send "Your tool is breakable!" to {_p}

Be It Upon the Whitelist

🔗

Condition

Patterns:
  • [the] server (is|(isn't|is not)) (upon the white[ ]list|white[ ]listed)
  • %offline players% (is|are|(isn't|is not|aren't|are not)) white[ ]listed
  • [the] server white[ ]list (is|(isn't|is not)) enforced
Since: 2.5.2, 2.9.0 (enforce, offline players)
Requirements: MC 1.17+ (enforce)
Whether the server or a player doth stand upon the whitelist, or whether the server's whitelist be enforced.

Examples:

if the player is whitelisted:

if the server is upon the whitelist:

if the server whitelist is enforced:

Be It Valid

🔗

Condition

Patterns:
Since: 2.7, 2.10 (Scripts & Configs)
Ascertaineth whether a thing (an entity, a script, a config, and the like) doth hold validity.
An invalid entity may have perished or vanished from this mortal plane by some other cause.
An invalid script reference may have been reloaded, displaced, or rendered dormant since.

Examples:

if event-entity is of sound validity

Be Jumping

🔗

Condition

Patterns:
Since: 2.8.0
Doth verify whether a living entity be leaping skyward. This condition worketh not upon players.

Examples:

on spawn of zombie:
    while event-entity is not jumping:
        wait 5 ticks
    push event-entity upwards

Be Laden Upon Memory

🔗

Condition

Patterns:
  • chunk[s] %directions% [%locations%] (is|are)[((n't| not))] laden upon memory
  • chunk [at] %number%, %number% (in|of) [world] %world% is[((n't| not))] laden upon memory
  • %scripts/worlds% (is|are)[(n't| not)] laden upon memory
  • script[s] %scripts% (is|are)[(n't| not)] laden upon memory
  • world[s] %worlds% (is|are)[(n't| not)] laden upon memory
Since: 2.3, 2.5 (revamp with chunk at location/coords), 2.10 (Scripts)
Doth verify whether a world, chunk, or script hath been laden into memory and standeth ready.
'chunk at 1, 1' employeth chunk coordinates, which art location coords divided by 16.

Examples:

if chunk at {home::%player's uuid%} is laden upon memory:

if chunk 1, 10 in world "world" is laden upon memory:

if world("lobby") is laden upon memory:

if script named "MyScript.sk" is laden upon memory:

Be Occluding

🔗

Condition

Patterns:
Since: 2.5.1
Doth ascertain whether an item be a block that doth wholly obstruct one's vision, as a wall before thine eyes.

Examples:

player's tool is occluding

Be Passable

🔗

Condition

Patterns:
  • %blocks% (is|are) passable
  • %blocks% (isn't|is not|aren't|are not) passable
Since: 2.5.1
Doth examine whether a block may be traversed without hindrance.
A block is passable if it possesseth no colliding parts that would bar players from passing through.
Blocks such as tall grass, flowers, signs, and the like art passable, yet open doors, fence gates, trap doors, and their ilk art not, for they still bear parts with which one may collide.

Examples:

if player's targeted block is passable

Be Pathfinding

🔗

Condition

Patterns:
Since: 2.9.0
Doth ascertain whether living entities art seeking a path upon their journey.
The entity in question must needs be a living creature that is a Mob.

Examples:

make {_entity} pathfind to {_location} at speed 2
while {_entity} is pathfinding
    wait a second
launch flickering trailing burst firework colored red at location of {_entity}
subtract 10 from {defence::tower::health}
clear entity within {_entity}

Be Persistent

🔗

Condition

Patterns:
Since: 2.11
Whether entities, players, or leaves do endure with persistence.
Persistence of entities speaketh to whether they be retained through server restarts.
Persistence of leaves is whether they ought to decay when unconnected to a log block within six metres.
Persistence of players determineth if the player's data shall be preserved when they depart the server. Players' persistence is restored unto 'true' when they rejoin the server.
Passengers do inherit the persistence of their vehicle, meaning a persistent zombie set upon a non-persistent chicken shall itself become non-persistent. This applieth not unto players.
By default, all entities art persistent.

Examples:

on spawn:
    if event-entity is persistent:
        make event-entity not persistent

Be Plugin Enabled

🔗

Condition

Patterns:
  • plugin[s] %texts% (is|are) enabled
  • plugin[s] %texts% (is|are)(n't| not) enabled
  • plugin[s] %texts% (is|are) disabled
Since: 2.6
Doth examine whether a plugin be enabled or disabled upon the server.
Plugin names may be found within the plugin's 'plugin.yml' scroll or by invoking the '/plugins' command; they art NOT the name of the plugin's jar vessel.
When checking if a plugin be not enabled, this shall yield true if the plugin be either disabled or absent from the server.
When checking if a plugin be disabled, this shall yield true if the plugin resideth upon the server yet standeth disabled.

Examples:

if plugin "Vault" is enabled:

if plugin "WorldGuard" is not enabled:

if plugins "Essentials" and "Vault" are enabled:

if plugin "MyBrokenPlugin" is disabled:

Be Present in the Realm

🔗

Condition

Patterns:
Since: 1.4
Doth ascertain whether a player be present within the realm. The 'connected' pattern shall yield false once said player departeth the server, even shouldst they return anon. Be warned that employing the 'connected' pattern with a variable shall not possess this special comportment. Employ the direct event-player or other non-variable expression for truest results.

Examples:

player is online

player-argument is offline

while player is connected:
    wait 60 seconds
    send "hello!" to player

# The following will act like `{_player} is online`.
# Using variables with `is connected` will not behave the same as with non-variables.
while {_player} is connected:
    broadcast "online!"
    wait 1 tick

Be Spawnable

🔗

Condition

Patterns:
Since: 2.13
Whether a creature type may be summoned forth into a world. Any general types such as 'monster, mob, entity, living entity' and the like shall never be spawnable.

Examples:

if a pig is spawnable in world "world": # true
if a monster can be spawned in {_world}: # false

Be Stackable

🔗

Condition

Patterns:
Since: 2.7
Ascertaineth whether an item may be stacked together in a pile.

Examples:

diamond axe is stackable

birch wood is stackable

torch is stackable

Be Tameable

🔗

Condition

Patterns:
Since: 2.5
Ascertaineth whether an entity may be tamed and brought under one's dominion.

Examples:

on damage:
    if victim is tameable:
        cancel event

Be Tamed

🔗

Condition

Patterns:
  • %entities% (is|are) (tamed|domesticated)
  • %entities% (isn't|is not|aren't|are not) (tamed|domesticated)
Since: 2.10
Ascertaineth whether a tameable creature hath been tamed and brought to heel (horse, parrot, cat, and such).

Examples:

send true if {_horse} is tamed

tame {_horse} if {_horse} is untamed

Be They Adorned

🔗

Condition

Patterns:
Since: 1.0
Ascertaineth whether an entity be adorned with certain items (most oft armour).

Examples:

player is adorned with an iron chestplate and iron leggings

target is adorned with wolf armor

Be Upon the Ground

🔗

Condition

Patterns:
  • %entities% (is|are) upon [the] ground
  • %entities% (isn't|is not|aren't|are not) upon [the] ground
Since: 2.2-dev26
Doth verify whether an entity standeth firm upon the earth.

Examples:

player is not upon the ground

Be Warding

🔗

Condition

Patterns:
  • %players% (is|are) (warding|defending) [with [a] shield]
  • %players% (isn't|is not|aren't|are not) (warding|defending) [with [a] shield]
Since: unknown (before 2.1)
Discerneth whether a player doth ward themselves with their shield.

Examples:

on damage of player:
    victim is warding
    damage attacker by 0.5 hearts

Be a Block

🔗

Condition

Patterns:
  • %item types% (is|are) ([a] block|blocks)
  • %item types% (isn't|is not|aren't|are not) ([a] block|blocks)
Since: 2.4
Discerneth whether an item be a block.

Examples:

player's held item is a block

{list::*} are blocks

Be a Skript Command

🔗

Condition

Patterns:
  • %text% (is|are) [a] s(k|c)ript (command|cmd)
  • %text% (isn't|is not|aren't|are not) [a] s(k|c)ript (command|cmd)
Since: 2.6
Ascertaineth whether a command or string be a custom Skript command.

Examples:

on command:
    command is a skript command

Be a Slime Chunk

🔗

Condition

Patterns:
  • %chunk% (is|are) ([a] slime chunk|slime chunks|slimey)
  • %chunk% (isn't|is not|aren't|are not) ([a] slime chunk|slime chunks|slimey)
Since: 2.3
Determineth whether a chunk be a so-called slime chunk.
Slimes may generally spawn within the swamp biome and within slime chunks.
For further knowledge, consult the Minecraft wiki.

Examples:

command /slimey:
    trigger:
        if chunk at player is a slime chunk:
            send "Aye, verily it is!"
        else:
            send "Nay, it is not"

Be an Operator of the Realm

🔗

Condition

Patterns:
Since: 2.7
Doth verify whether a player holdeth the mantle of server operator, wielding authority most supreme.

Examples:

player is an operator

Be of Solid Substance

🔗

Condition

Patterns:
Since: 2.2-dev36
Ascertaineth whether an item possesseth solid substance.

Examples:

grass block is solid

player's tool isn't solid

Be of a Certain Kind

🔗

Condition

Patterns:
Since: 1.4
Doth verify whether an item or an entity be of the given kind. This serveth most usefully for variables, for thou mayest employ the general 'is' condition otherwise (e.g. 'victim is a creeper').

Examples:

tool is of kind {selected type}

victim is of kind {villager type}

Beehive Be Sedated

🔗

Condition

Patterns:
  • %blocks% (is|are) sedated
  • %blocks% (isn't|is not|aren't|are not) sedated
Since: 2.11
Ascertaineth whether a beehive hath been lulled to calm by a nearby campfire.

Examples:

if {_beehive} is sedated:

Bell Doth Resonate

🔗

Condition

Patterns:
  • %blocks% (is|are) resonating
  • %blocks% (isn't|is not|aren't|are not) resonating
Since: 2.9.0
Doth verify whether a bell presently resonateth with its sonorous voice.
A bell shall commence its resonance five game ticks after being struck, and shall continue to resound for forty game ticks.

Examples:

target block is resonating

Bell Doth Ring

🔗

Condition

Patterns:
  • %blocks% (is|are) ringing
  • %blocks% (isn't|is not|aren't|are not) ringing
Since: 2.9.0
Ascertaineth whether a bell doth presently ring. A bell doth commonly toll for fifty game ticks.

Examples:

target block is ringing

Brewing Stand Shall Consume Fuel

🔗

Condition

Patterns:
  • [the] brewing stand shall consume [the] fuel
  • [the] brewing stand (shall not|shan't) consume [the] fuel
Since: 2.13
Ascertaineth whether the 'brewing fuel' occasion shall consume fuel. Preventing the fuel from being consumed shall preserve the fuel item and still augment the fuel level of the brewing stand.

Examples:

on brewing fuel:
    if the brewing stand shall consume the fuel:
        forbid the brewing stand from consuming the fuel

Camel Is Dashing

🔗

Condition

Patterns:
Since: 2.11
Discerneth whether a camel doth presently employ its galloping dash.

Examples:

if last spawned camel is dashing:
    kill last spawned camel

Can Age

🔗

Condition

Patterns:
Since: 2.10
Discerneth whether an entity shall be able to age and grow unto maturity.

Examples:

on breeding:
    entity can't age
    broadcast "An immortal hath been born!" to player

Can Breed

🔗

Condition

Patterns:
Since: 2.10
Discerneth whether a living entity may be bred.

Examples:

on right click on living entity:
    event-entity can't breed
    send "It doth appear %event-entity% cannot be bred. Surely a Skript user!" to player

Can Vanish

🔗

Condition

Patterns:
Since: 2.11
Inspecteth whether an entity may vanish when the chunk wherein it dwelleth is unloaded.
Further wisdom on what creatures vanish and when may be found at reference.

Examples:

if last spawned entity can vanish on chunk unload:
    make last spawned entity not vanish on chunk unload

Commenceth or Concludeth With

🔗

Condition

Patterns:
  • %texts% (commence|conclude)[s] with %texts%
  • %texts% (doesn't|does not|do not|don't) (commence|conclude) with %texts%
Since: 2.2-dev36, 2.5.1 (multiple strings support)
Doth examine whether a text commenceth or concludeth with another.

Examples:

if the argument commences with "test" or "debug":
    send "Cease!"

Comparison of Worth

🔗

Condition

Patterns:
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|>) %objects%
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as)|>=) %objects%
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] ((less|smaller|lower) than|below)|<) %objects%
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as)|<=) %objects%
  • [(neither)] %objects% ((is|are) (not|neither)|isn't|aren't|!=) [equal to] %objects%
  • [(neither)] %objects% (is|are|=) [(equal to|the same as)] %objects%
  • [(neither)] %objects% (is|are) between %objects% and %objects%
  • [(neither)] %objects% (is not|are not|isn't|aren't) between %objects% and %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above) %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] ((less|smaller|lower) than|below) %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% ((was|were) (not|neither)|wasn't|weren't) [equal to] %objects%
  • [(neither)] %objects% (was|were) [(equal to|the same as)] %objects%
  • [(neither)] %objects% (was|were) between %objects% and %objects%
  • [(neither)] %objects% (was not|were not|wasn't|weren't) between %objects% and %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) ((greater|more|higher|bigger|larger) than|above) %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) ((less|smaller|lower) than|below) %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) (less|smaller|lower|below) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% ((will (not|neither) be|won't be)|(isn't|aren't|is not|are not) (turning|changing) [in]to) [equal to] %objects%
  • [(neither)] %objects% (will be [(equal to|the same as)]|(is|are) (turning|changing) [in]to) %objects%
  • [(neither)] %objects% will be between %objects% and %objects%
  • [(neither)] %objects% (will not be|won't be) between %objects% and %objects%
Since: 1.0
A most general condition, which doth simply compare two values. Ordinarily thou canst only compare for equality (e.g. block is/isn't of <type>), yet some values may also be compared using greater than or less than. In such a case thou mayest also test whether an object doth lie betwixt two others.
Note: This is the sole element wherein not all patterns are shown. It hath in truth another two sets of similar patterns, but with (was|were) or will be in place of (is|are) respectively, which do examine different time states of the first expression.

Examples:

the clicked block is a stone slab or a double stone slab

time in the player's world is greater than 8:00

the creature is not an enderman or an ender dragon

Contains (Property)

🔗

Condition

Patterns:
Since: Unknown
Checks whether a type or list contains certain elements. When checking if a list contains a specific element, use '{list::*} contains {x}'. When checking if a single type contains something, use `player's inventory contains {x}`. When checking if many types contain something, use '{inventories::*} contain {x}` or `contents of {inventories::*} contain {x}`.

Examples:

block contains 20 cobblestone

player has 4 flint and 2 iron ingots

{list::*} contains 5

names of {list::*} contain "prefix"

contents of the inventories of all players contain 1 stick

Creature Storage Be Full

🔗

Condition

Patterns:
  • [the] creature storage of %blocks% (is|are) full
  • %blocks%'[s] creature storage (is|are) full
  • [the] creature storage of %blocks% (isn't|is not|aren't|are not) full
  • %blocks%'[s] creature storage (isn't|is not|aren't|are not) full
Since: 2.11
Examineth whether a block's creature storage (such as a beehive) be filled to the brim.

Examples:

if the creature storage of {_beehive} is full:
    release the creature storage of {_beehive}

Do Respawn Anchors Function

🔗

Condition

Patterns:
  • respawn anchors [do[(n't| not)]] function in %worlds%
Since: 2.7
Requirements: Minecraft 1.16+
Doth ascertain whether respawn anchors shall function within a given world.

Examples:

respawn anchors function in world "world_nether"

Dominion Doth Contain

🔗

Condition

Patterns:
Since: 2.1
Requirements: Supported regions plugin
Doth verify whether a location be contained within a particular dominion.
This condition doth require a supported regions plugin to be installed.

Examples:

player is within the dominion {regions::3}

on region enter:
    region contains {flags.%world%.red}
    message "The crimson banner doth lie near!"

Doth Bear a Saddle

🔗

Condition

Patterns:
Since: 2.10
Ascertaineth whether a given entity (horse or steerable beast) doth bear a saddle.
If 'properly' be employed, this shall only yield true if the entity doth wear specifically a saddle item.

Examples:

send whether {_horse} is saddled

Doth Creep About

🔗

Condition

Patterns:
  • %players% (is|are) sneaking
  • %players% (isn't|is not|aren't|are not) sneaking
Since: 1.4.4
Ascertaineth whether a player doth creep about in stealth.

Examples:

# prevent mobs from espying sneaking players if they stand at least 4 metres apart
on target:
    target is sneaking
    distance of target and the entity is bigger than 4
    cancel the event

Doth Employ Experimental Feature

🔗

Condition

Patterns:
Since: 2.9.0
Ascertaineth whether a script doth employ an experimental feature by its given name.

Examples:

the script doth employ "example feature"

on load:
    if the script doth employ "example feature":
        broadcast "You're using an experimental feature!"

Doth Exist / Be Established

🔗

Condition

Patterns:
  • %~objects% (exist[s]|(is|are) set)
  • %~objects% (do[es](n't| not) exist|(is|are)(n't| not) set)
Since: 1.2
Ascertaineth whether a given expression or variable hath been established.

Examples:

{teams::%player's uuid%::preferred-team} is not set

on damage:
    projectile exists
    broadcast "%attacker% used a %projectile% to attack %victim%!"

Doth Hold Silence

🔗

Condition

Patterns:
Since: 2.5
Ascertaineth whether an entity remaineth silent, that is to say, its utterances be suppressed.

Examples:

target entity is silent

Doth Lie Within

🔗

Condition

Patterns:
Since: 2.7, 2.11 (world borders)
Requirements: MC 1.17+ (within block)
Whether a location doth lie within some other thing. The "something" may be a block, an entity, a chunk, a world, or a cuboid formed betwixt two other locations.
Mark well that employing the is between condition shall refer to a straight line betwixt locations, whilst this condition shall refer to the cuboid betwixt them.

Examples:

if player's location is contained betwixt {_loc1} and {_loc2}:
    send "You are in a PvP zone!" to player

if player is in world("world"):
    send "You are in the overworld!" to player

if attacker's location is inside of victim:
    cancel event
    send "Back up!" to attacker and victim

if player is in world "world1" or world "world2":
    kill player

if player is in world "world" and chunk at location(0, 0, 0):
    give player 1 diamond

Doth Match

🔗

Condition

Patterns:
  • %texts% (doth match|do[es](n't| not) match) %texts%
  • %texts% (doth partially match|do[es](n't| not) partially match) %texts%
Since: 2.5.2
Ascertaineth whether the given strings doth match the supplied regexes (Regular expressions).

Examples:

on chat:
    if message doth partially match "\d":
        send "Message contains a digit!"
    if message doesn't match "[A-Za-z]+":
        send "Message doesn't only contain letters!"

Doth Possess Permission

🔗

Condition

Patterns:
Since: 1.0
Doth examine whether a player possesseth a certain permission.

Examples:

player has permission "skript.tree"

victim has the permission "admin":
    send "Thou dost assail an administrator!" to attacker

Doth Riptide

🔗

Condition

Patterns:
Since: 2.5
Ascertaineth whether an entity doth presently employ the Riptide enchantment.

Examples:

target entity is riptiding

Doth Scream

🔗

Condition

Patterns:
Since: 2.11
Ascertaineth whether a goat or enderman doth cry out in terrible screaming.

Examples:

    if last spawned goat is not screaming:
        make last spawned goat scream

    if {_enderman} is screaming:
        force {_enderman} to stop screaming

Doth Slumber

🔗

Condition

Patterns:
Since: 1.4.4, 2.11 (living entities)
Ascertaineth whether an entity doth presently slumber.

Examples:

if player is sleeping:
    make player wake up without spawn location update

if last spawned fox is sleeping:
    make last spawned fox stop sleeping

Doth Sprint

🔗

Condition

Patterns:
  • %players% (is|are) sprinting
  • %players% (isn't|is not|aren't|are not) sprinting
Since: 1.4.4
Ascertaineth whether a player doth sprint with great haste.

Examples:

player is not sprinting

Doth Swim

🔗

Condition

Patterns:
Since: 2.3
Ascertaineth whether a living entity doth presently swim through the waters.

Examples:

player is swimming

Doth Tick

🔗

Condition

Patterns:
Since: 2.10
Ascertaineth whether an entity doth presently tick within the world's course.

Examples:

send true if target is ticking

Doth Wield

🔗

Condition

Patterns:
Since: 1.0
Ascertaineth whether a player doth wield a particular item. Cannot be employed with endermen; use 'entity is [not] an enderman holding <item type>' in its stead.

Examples:

player doth wield a stick

victim doth not wield a diamond sword of sharpness

Egg Shall Hatch

🔗

Condition

Patterns:
  • [the] egg (shall|shall not|shan't) hatch
Since: 2.7
Whether the egg shall hatch in a Player Egg Throw event.

Examples:

on player egg throw:
    if an entity shan't hatch:
        send "Better fortune next time!" to the player

Enderman Hath Been Gazed Upon

🔗

Condition

Patterns:
Since: 2.11
Doth ascertain whether an enderman hath been gazed upon.
This shall return true so long as the entity that did gaze upon the enderman yet liveth.

Examples:

if last spawned enderman has been gazed upon:

Entity Be Drenched

🔗

Condition

Patterns:
  • %entities% (is|are) drenched
  • %entities% (isn't|is not|aren't|are not) drenched
Since: 2.6.1
Ascertaineth whether an entity be drenched or nay (submerged in water, beset by rain, or within a bubble column).

Examples:

if player is drenched:

Entity Be Shorn

🔗

Condition

Patterns:
Since: 2.8.0
Ascertaineth whether entities have been shorn of their fleece.

Examples:

if targeted entity of player is sheared:
    send "This entity hath nothing left to shear!" to player

Entity Dwelleth in Liquid

🔗

Condition

Patterns:
  • %entities% (is|are) in (water|lava|[a] bubble[ ]column|rain)
  • %entities% (isn't|is not|aren't|are not) in (water|lava|[a] bubble[ ]column|rain)
Since: 2.6.1
Doth examine whether an entity dwelleth in rain, lava, water, or a bubble column.

Examples:

if player is in rain:

if player is in water:

player is in lava:

player is in bubble column

Equippable Component - May Be Dispensed Forth

🔗

Condition

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Whether an item may be dispensed forth by a dispenser. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

if {_item} can be dispensed forth:
    add "Dispensable" to lore of {_item}

set {_component} to the equippable component of {_item}
if {_component} is not able to be dispensed forth:
    grant {_component} to be dispensed forth

Equippable Component - May Be Donned Upon Entities

🔗

Condition

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.5+
Whether an entity ought to don the item whence one doth right-click upon the entity with said item. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

if {_item} can be donned upon entities:

Equippable Component - May Be Shorn

🔗

Condition

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.6+
Whether an item may be shorn from an entity. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

if {_item} can be shorn from:
    add "Shearable" to lore of {_item}

set {_component} to the equippable component of {_item}
if {_component} can not be shorn from:
    grant {_component} to be shorn from

Equippable Component - May Exchange Armament

🔗

Condition

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Whether an item may exchange armament by right clicking with it in thine hand. The item shall swap places of the appointed 'equipment slot' of the item. If no equipment slot be set, it defaults to the helmet. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

if {_item} can exchange armament:
    add "Swappable" to lore of {_item}

set {_component} to the equippable component of {_item}
if {_component} can not exchange armament when right clicked:
    make {_component} exchange armament

Equippable Component - Shall Forfeit Durability

🔗

Condition

Patterns:
  • %equippable components% shall (forfeit durability|suffer damage) (upon [wearer['s]] wounding|when [[the] wearer [is]] (hurt|wounded|harmed))
  • %equippable components% (shall not|shan't) (forfeit durability|suffer damage) (upon [wearer['s]] wounding|when [[the] wearer [is]] (hurt|wounded|harmed))
Since: 2.13
Requirements: Minecraft 1.21.2+
Whether an item shall suffer damage whence its wearer receiveth injury. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

if {_item} shall forfeit durability when hurt:
    add "Damageable on injury" to lore of {_item}

set {_component} to the equippable component of {_item}
if {_component} shan't forfeit durability upon wounding:
    make {_component} forfeit durability when wounded

Fishing Lure Bestowed

🔗

Condition

Patterns:
  • lure enchantment boon is (bestowed|active)
  • lure enchantment boon is(n't| not) (bestowed|active)
Since: 2.10
Ascertaineth whether the lure enchantment is bestowed upon the present fishing occasion.

Examples:

on fishing line cast:
    if lure enchantment boon is bestowed:
        cancel event

Fortune's Favour

🔗

Condition

Patterns:
  • fortune of %number%[(\%)] [(fails|failed)]
Since: 1.0, 2.14 (chance fails)
A condition that doth randomly succeed or fail, as Fortune wills it. Valid values art between 0% and 100%, or if the percent sign be omitted, between 0 and 1.

Examples:

fortune of 50%:
    drop a diamond at location(100, 100, 100, "world')

fortune of {chance}% # {chance} between 0 and 100

fortune of {chance} # {chance} between 0 and 1

if fortune of 99% fails:
    broadcast "Haha loser! *points and laughs*"

Goat Hath Horns

🔗

Condition

Patterns:
  • %living entities% (has|have) ((any|a) horn|[a] sinister horn[s]|[a] dexter horn[s]|both horns)
  • %living entities% (doesn't|does not|do not|don't) have ((any|a) horn|[a] sinister horn[s]|[a] dexter horn[s]|both horns)
Since: 2.11
Examineth whether a goat doth possess or doth lack a sinister, dexter, or both horns.

Examples:

    if last spawned goat does not have both horns:
        make last spawned goat have both horns

if {_goat} has a dexter horn:
    force {_goat} to not have a dexter horn

Hath Artificial Intelligence

🔗

Condition

Patterns:
  • %living entities% (has|have) (ai|artificial intelligence|a cunning mind)
  • %living entities% (doesn't|does not|do not|don't) have (ai|artificial intelligence|a cunning mind)
Since: 2.5
Doth ascertain whether an entity possesseth artificial intelligence.

Examples:

target entity has ai

Hath Bespoke Weather

🔗

Condition

Patterns:
  • %players% (has|have) [a] (bespoke|custom) weather [set]
  • %players% (doesn't|does not|do not|don't) have [a] (bespoke|custom) weather [set]
Since: 2.3
Ascertaineth whether the given players possess a bespoke client weather bestowed upon them.

Examples:

if the player has bespoke weather:
    message "Thy bespoke weather is %player's weather%"

Hath Chat Purification

🔗

Condition

Patterns:
  • %players% (has|have) (chat|text) purification (on|enabled)
  • %players% (doesn't|does not|do not|don't) have (chat|text) purification (on|enabled)
Since: 2.10
Doth ascertain whether a player hath chat purification enabled upon their person.

Examples:

if player doesn't have chat purification enabled:
    send "<gray>This server may contain mature chat messages. You have been warned!" to player

Hath Custom Model Data

🔗

Condition

Patterns:
  • %item types% (has|have) [custom] model data [floats|flags|strings|colo[u]rs]
  • %item types% (doesn't|does not|do not|don't) have [custom] model data [floats|flags|strings|colo[u]rs]
Since: 2.5, 2.12 (expanded data types)
Requirements: Minecraft 1.21.4+ (floats/flags/strings/colours)
Examineth whether an item doth bear a custom model data tag.

Examples:

player's tool has custom model data

if player's tool has custom model data flags:
    loop custom model data flags of player's tool:
        send "Flag %loop-index%: %loop-value%"

set {_coloured} to whether player's tool has model data colours

Hath Graced This Server Before

🔗

Condition

Patterns:
  • %offline players% [(has|have|did)] [already] graced [the halls of] (this|the) server (before|already)
  • %offline players% (has not|hasn't|have not|haven't|did not|didn't) [(already|yet)] graced [the halls of] (this|the) server (before|already|yet)
Since: 1.4, 2.7 (multiple players)
Doth determine whether a player hath previously graced this server with their presence. Thou mayest also employ on first join shouldst thou wish to fashion triggers for newcomers.

Examples:

player has graced this server before

player hasn't graced the server before

Hath Item Cooldown

🔗

Condition

Patterns:
Since: 2.8.0
2.12 (cooldown group)
Requirements: MC 1.21.2 (cooldown group)
Checketh whether a cooldown be active upon the specified item for a particular player. Should the provided item bear a cooldown group component, the cooldown group shall take precedence. Otherwise, the cooldown of the item's material shall be employed.

Examples:

if player has player's tool upon cooldown:
    send "Thou canst not wield this item presently. Tarry %item cooldown of player's tool for player%"

Hath Item Tooltips

🔗

Condition

Patterns:
  • [the] [entire|additional] tool[ ]tip[s] of %item types% (is|are) (revealed|concealed)
  • [the] [entire|additional] tool[ ]tip[s] of %item types% (isn't|is not|aren't|are not) (revealed|concealed)
  • %item types%'[s] [entire|additional] tool[ ]tip[s] (is|are) (revealed|concealed)
  • %item types%'[s] [entire|additional] tool[ ]tip[s] (isn't|is not|aren't|are not) (revealed|concealed)
Since: 2.9.0
Requirements: Spigot 1.20.5+
Whether the entire or additional tooltip of an item is revealed or concealed.
The 'entire tooltip' is that which doth appear before the player when they hover upon an item (i.e. name, lore, and such).
The 'additional tooltip' doth conceal certain particulars from certain items (potions, maps, books, fireworks, and banners).

Examples:

send true if entire tooltip of player's tool is revealed

if additional tooltip of {_item} is concealed:

Hath Line of Sight

🔗

Condition

Patterns:
Since: 2.8.0
Ascertaineth whether living entities possess an unobstructed line of sight unto other entities or locations.

Examples:

player has clear line of sight to location 5 blocks to the right of player

victim has line of sight to attacker

player has no line of sight to location 100 blocks in front of player

Hath Luminous Text

🔗

Condition

Patterns:
Since: 2.8.0
Discerneth whether a sign (be it a block or an item) doth bear luminous text.

Examples:

if target block has luminous text

Hath Metadata

🔗

Condition

Patterns:
Since: 2.2-dev36
Examineth whether a metadata holder doth bear a metadata tag.

Examples:

if player has metadata mark "healer":

Hath Resource Pack

🔗

Condition

Patterns:
  • %players% (has|have) [a] resource pack [(laden|installed)]
  • %players% (doesn't|does not|do not|don't) have [a] resource pack [(laden|installed)]
Since: 2.4
Discerneth whether the given players have a server resource pack laden upon them. Pray note that this cannot detect a player's own resource pack, only the resource pack dispatched by the server.

Examples:

if the player has a resource pack laden:

Hath Scoreboard Mark

🔗

Condition

Patterns:
  • %entities% (has|have) [the] score[ ]board mark[s] %texts%
  • %entities% (doesn't|does not|do not|don't) have [the] score[ ]board mark[s] %texts%
Since: 2.3
Ascertaineth whether the given entities doth bear the given scoreboard marks.

Examples:

if the targeted armor stand has the scoreboard mark "test tag":

Ignition Process

🔗

Condition

Patterns:
  • [creeper[s]] %living entities% ((is|are)|(isn't|is not|aren't|are not)) about to burst asunder
  • [creeper[s]] %living entities% ((is|are)|(isn't|is not|aren't|are not)) in the (ignition|detonation) process
  • creeper[s] %living entities% ((is|are)|(isn't|is not|aren't|are not)) set alight
Since: 2.5
Discerneth whether a creeper be readying itself to burst asunder.

Examples:

if the last spawned creeper is about to burst asunder:
    loop all players in radius 3 of the last spawned creeper
        send "FLEE!!!" to the loop-player

In Days of Yore or Yet to Come

🔗

Condition

Patterns:
  • %dates% (is|are)[(n't| not)] in the (past|future)
  • %dates% ha(s|ve)[(n't| not)] passed hence
Since: 2.10
Doth ascertain whether a date lieth in the past or in the future.
Mark well that employing the 'now' expression shall not be reckoned in the past nor the future when used directly within the condition.

Examples:

set {_date} to now
wait 5 seconds
if {_date} is in the past:
    # this will be true

if now is in the future:
    # this will be false

set {_dates::*} to 1 day from now, 12 days from now, and 1 year from now
if {_dates::*} are in the future:
    # this will be true
if {_dates::*} have passed hence:
    # this will be false

Is Ablaze

🔗

Condition

Patterns:
  • %entities% (is|are) (burning|ablaze|engulf'd in flame)
  • %entities% (isn't|is not|aren't|are not) (burning|ablaze|engulf'd in flame)
Since: 1.4.4
Discerneth whether an entity doth burn, e.g. a zombie set alight by the sun's cruel gaze, or any creature fallen into molten rock.

Examples:

# increased attack against burning targets
victim is burning:
    increase damage by 2

Is Aloft

🔗

Condition

Patterns:
  • %players% (is|are) flying
  • %players% (isn't|is not|aren't|are not) flying
Since: 1.4.4
Discerneth whether a player doth soar through the heavens.

Examples:

player is not flying

Is Ascending

🔗

Condition

Patterns:
Since: 2.8.0
Requirements: Minecraft 1.17+
Whether a living entity doth climb, such as a spider scaling a wall or a player upon a ladder.

Examples:

spawn a spider at location of spawn
wait a second
if the last spawned spider is ascending:
    message "The spider doth now ascend!"

Is Bed or Anchor of Respawning

🔗

Condition

Patterns:
  • [the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)
Since: 2.7
Requirements: Minecraft 1.16+
Doth ascertain the nature of a player's respawn location in the respawn event.

Examples:

on respawn:
    the respawn location is a bed
    broadcast "%player% doth respawn in their bed! How most comfortable!"

Is Bespelled

🔗

Condition

Patterns:
Since: 1.4.6, 2.12 ('or better')
Discerneth whether an item doth bear enchantments. Enchantments must match the precise level by default, unless 'or better' or 'or worse' be declared.

Examples:

tool of the player is enchanted with efficiency 2

if player's helmet or player's boots are enchanted with protection 3 or better:

if player's chestplate is enchanted with protection

Is Charged with Power

🔗

Condition

Patterns:
  • %entities% (is|are) (charged|empowered)
  • %entities% (isn't|is not|aren't|are not) (charged|empowered)
Since: 2.5, 2.10 (withers, wither skulls)
Discerneth whether a creeper, wither, or wither skull doth bear a mighty charge (empowered).

Examples:

if the last spawned creeper is charged:
    broadcast "A charged creeper doth lurk at %location of last spawned creeper%"

Is Conditional

🔗

Condition

Patterns:
  • %blocks% (is|are) [un]conditional
  • %blocks% (isn't|is not|aren't|are not) [un]conditional
Since: 2.10
Discerneth whether a command block be conditional or nay.

Examples:

if {_block} is conditional:
    make {_block} unconditional

Is Dancing

🔗

Condition

Patterns:
Since: 2.11
Discerneth whether an entity doth dance a merry jig, such as allays, parrots, or piglins.

Examples:

if last spawned allay is dancing:
    broadcast "A Grand Ball commenceth!"

Is Denizen/Lord of Dominion

🔗

Condition

Patterns:
Since: 2.1
Requirements: Supported regions plugin
Doth ascertain whether a player be a denizen or lord of a particular dominion.
This condition doth require a supported regions plugin to be installed.

Examples:

on region enter:
    player is the lord of the dominion
    message "Welcome back to %region%!"
    send "%player% hath just entered %region%!" to all denizens of the dominion

Is Empty

🔗

Condition

Patterns:
  • %objects% (is|are) empty
  • %objects% (isn't|is not|aren't|are not) empty
Since: unknown (before 2.1)
Checks whether something is empty.

Examples:

player's inventory is empty

Is Enamoured

🔗

Condition

Patterns:
Since: 2.10
Discerneth whether a living entity doth find itself in a state of amorous affection.

Examples:

on spawn of living entity:
    if entity is in love:
        broadcast "That was most swift!"

Is Envenomed

🔗

Condition

Patterns:
Since: 1.4.4
Ascertaineth whether an entity hath been envenomed.

Examples:

if the player is envenomed:
    purge the player of venom
    message "Thou hast been cured of thy affliction!" to the player

Is Evenly Divisible By

🔗

Condition

Patterns:
Since: 2.10, 2.12 (tolerance)
Discerneth whether a number may be evenly divided by another.

Examples:

if 5 is evenly divisible by 5:

if 11 cannot be evenly divided by 10:

if 0.3 can be evenly divided by 0.1 with a tolerance of 0.0000001:

Is Favoured Implement

🔗

Condition

Patterns:
Since: 2.7
Requirements: 1.16.5+, Paper 1.19.2+ (blockdata)
Checks whether an item is the favoured implement for a block. A favoured implement is one that shall cause the block to yield its item when employed. For example, a wooden pickaxe is a favoured implement for grass and stone blocks, but not for iron ore.

Examples:

on left click:
    event-block is set
    if player's tool is the favoured implement for event-block:
        break event-block naturally using player's tool
    else:
        cancel event

Is Feasting

🔗

Condition

Patterns:
Since: 2.11
Whether a panda or horse-kind creature (horse, camel, donkey, llama, mule) doth presently feast.

Examples:

if last spawned panda is feasting:
    force last spawned panda to stop feasting

Is Fish Hook in Open Waters

🔗

Condition

Patterns:
  • %entities% (is|are) in open water[s]
  • %entities% (isn't|is not|aren't|are not) in open water[s]
Since: 2.10
Ascertaineth whether the fish hook doth rest in open waters.
Open water is defined by a 5x4x5 expanse of water, air, and lily pads.If in open waters, treasures of great worth may be caught.

Examples:

on fish catch:
    if fish hook is in open waters:
        send "Thou shalt soon catch a shark!"

Is Fit for Consumption

🔗

Condition

Patterns:
Since: 2.2-dev36
Discerneth whether an item be fit for eating.

Examples:

cooked beef is edible

player's tool is edible

Is Frost-Bitten

🔗

Condition

Patterns:
Since: 2.7
Discerneth whether an entity be frozen in bitter cold.

Examples:

if player is frozen:
    kill player

Is Furnace Fuel

🔗

Condition

Patterns:
Since: 2.5.1
Discerneth whether an item may serve as fuel within a furnace.

Examples:

on right click on furnace:
    if player's tool is not fuel:
        send "Prithee, hold a proper fuel in thine hand"
        cancel event

Is Given Name Visible

🔗

Condition

Patterns:
  • %entities%'[s] custom name[s] (is|are) visible
  • %entities%'[s] custom name[s] (isn't|is not|are not|aren't) visible
  • custom name of %entities% (is|are) visible
  • custom name of %entities% (isn't|is not|are not|aren't) visible
Since: 2.10
Discerneth whether an entity's given name be visible unto all.

Examples:

send true if target's custom name is visible

Is Gliding Upon the Wind

🔗

Condition

Patterns:
Since: 2.7
Discerneth whether a living entity doth glide upon the wind.

Examples:

if player is gliding

Is Hand Raised Aloft

🔗

Condition

Patterns:
Since: 2.8.0
Discerneth whether an entity hath one or both hands raised aloft.
Hands are raised when an entity doth employ an item (e.g.: blocking, drawing a bow, partaking of sustenance).

Examples:

on damage of player:
    if victim's main hand is raised:
        drop player's tool at player
        set player's tool to air

Is Marked by Tag

🔗

Condition

Patterns:
Since: 2.10
Ascertaineth whether an item, block, entity, or entitydata is marked with the given tag.

Examples:

if player's tool is marked with minecraft tag "enchantable/sharp_weapon":
    enchant player's tool with sharpness 1

if all logs are marked with tag "minecraft:logs"

Is Pressing Key

🔗

Condition

Patterns:
Since: 2.10
Requirements: Minecraft 1.21.2+
Ascertaineth whether a player doth press a certain input key.

Examples:

on player input:
    if player is pressing forward movement key:
        send "Thou art advancing forward!"

Is Proof Against Flame

🔗

Condition

Patterns:
  • %item types% (is|are) (fire resistant|resistant to fire)
  • %item types% (isn't|is not|aren't|are not) (fire resistant|resistant to fire)
Since: 2.9.0
Requirements: Spigot 1.20.5+
Discerneth whether an item doth withstand the ravages of fire.

Examples:

if player's tool is fire resistant:

if {_items::*} aren't resistant to fire:

Is Script Laden

🔗

Condition

Patterns:
  • script[s] [%texts%] (is|are) laden
  • script[s] [%texts%] (isn't|is not|aren't|are not) laden
Since: 2.2-dev31
Doth verify whether the present script, or another script, is currently laden and active.

Examples:

script is laden

script "example.sk" is laden

Is Summoning a Fireball

🔗

Condition

Patterns:
Since: 2.11
Discerneth whether a ghast doth summon forth a fireball.

Examples:

if last spawned ghast is summoning fireball:
    kill last spawned ghast

Is Susceptible to Flame

🔗

Condition

Patterns:
Since: 2.2-dev36
Discerneth whether an item may catch fire and burn.

Examples:

send whether the tag contents of minecraft tag "planks" are flammable

player's tool is flammable

Is Within Radius Hence

🔗

Condition

Patterns:
Since: 2.7
Doth ascertain whether a location resideth within a certain radius of another location.

Examples:

on damage:
    if attacker's location is within 10 blocks around {_spawn}:
        cancel event
        send "Thou canst not engage in mortal combat at the spawn."

Is Yielding

🔗

Condition

Patterns:
  • %entities% (is|are) (yielding|unyielding)
  • %entities% (isn't|is not|aren't|are not) (yielding|unyielding)
Since: 2.14
Doth ascertain whether an interaction be yielding or nay. Yieldingness determineth whether clicking upon the entity shall cause the clicker's arm to swing.

Examples:

if last spawned interaction is yielding:

if last spawned interaction is unyielding:

Is a Babe

🔗

Condition

Patterns:
Since: 2.10
Discerneth whether a living entity is yet but a babe.

Examples:

on drink:
    event-entity is a baby
    kill event-entity

Is of Full Age

🔗

Condition

Patterns:
Since: 2.10
Discerneth whether a living entity hath reached full maturity.

Examples:

on drink:
    event-entity is not an adult
    kill event-entity

Item Beareth Enchantment Glint Override

🔗

Condition

Patterns:
  • %item types% (has|have) enchantment glint overrid(den|e)
  • %item types% (doesn't|does not|do not|don't) have enchantment glint overrid(den|e)
Since: 2.10
Requirements: Spigot 1.20.5+
Ascertaineth whether an item doth bear the enchantment glint overridden, or be compelled to glint or not.

Examples:

if the player's tool has the enchantment glint override
    send "Your tool has the enchantment glint override." to player

if {_item} is forced to glint:
    send "This item is forced to glint." to player
else if {_item} is forced to not glint:
    send "This item is forced to not glint." to player
else:
    send "This item does not have any glint override." to player

Item Beareth Enchantment Glint Override

🔗

Condition

Patterns:
  • %item types% (is|are) forced to [not] glint
  • %item types% (isn't|is not|aren't|are not) forced to [not] glint
Since: 2.10
Requirements: Spigot 1.20.5+
Ascertaineth whether an item doth bear the enchantment glint overridden, or be compelled to glint or not.

Examples:

if the player's tool has the enchantment glint override
    send "Your tool has the enchantment glint override." to player

if {_item} is forced to glint:
    send "This item is forced to glint." to player
else if {_item} is forced to not glint:
    send "This item is forced to not glint." to player
else:
    send "This item does not have any glint override." to player

Leash Shall Fall

🔗

Condition

Patterns:
  • [the] (lead|leash) [item] (shall|(shan't|shall not)) (fall|be dropped)
Since: 2.10
Ascertaineth whether the leash item shall fall to the ground during the detaching of the leash in an unleash event.

Examples:

on unleash:
    if the leash shall fall:
        prevent the leash from dropping
    else:
        allow the leash to drop

Lid Be Open or Shut

🔗

Condition

Patterns:
  • [the] lid[s] of %blocks% (is|are) (open[ed]|close[d])
  • [the] lid[s] of %blocks% (isn't|is not|aren't|are not) (open[ed]|close[d])
  • %blocks%'[s] lid[s] (is|are) (open[ed]|close[d])
  • %blocks%'[s] lid[s] (isn't|is not|aren't|are not) (open[ed]|close[d])
Since: 2.10
Ascertaineth whether lidded blocks (chests, shulker boxes, and the like) stand open or shut.

Examples:

if the lid of {_chest} is closed:
    open the lid of {_block}

May Behold Chat Colours

🔗

Condition

Patterns:
  • %players% can behold chat colo[u]r[s|ing]
  • %players% (can't|cannot|can not) behold chat colo[u]r[s|ing]
Since: 2.10
Doth examine whether a player can behold the colours of chat.

Examples:

if player can behold chat colours:
    send "Find the red word in <red>this<reset> message."
else:
    send "You cannot partake in finding the colored word."

May Build

🔗

Condition

Patterns:
Since: 2.0
Requirements: Supported regions plugin
Doth test whether a player be permitted to build upon a certain location.
This condition doth require a supported regions plugin to be installed.

Examples:

command /setblock <material>:
    description: set the block at your crosshair to a different type
    trigger:
        player cannot build at the targeted block:
            message "Thou hast not permission to alter blocks there!"
            stop
        set the targeted block to argument

May Contain Within

🔗

Condition

Patterns:
Since: 1.0
Doth test whether a player or a chest may harbour the given wares within.

Examples:

block can hold 200 cobblestone

player has sufficient room for 64 feathers

May Gather Up Wares

🔗

Condition

Patterns:
Since: 2.8.0
Whether living entities art able to gather up wares from the ground or nay.

Examples:

if player can gather up wares:
    send "You can pick up items!" to player

on drop:
    if player can't gather up wares:
        send "Be careful, you won't be able to pick that up!" to player

May Perceive

🔗

Condition

Patterns:
Since: 2.3, 2.10 (entities)
Requirements: Minecraft 1.19+ (entities)
Doth verify whether the given players can perceive the provided entities.

Examples:

if sender can't perceive the player-argument:
    message "who dat?"

if the player can perceive the last spawned entity:
    message "hello there!"

May Perceive Missives

🔗

Condition

Patterns:
  • %player% can perceive all missives [in chat]
  • %player% can only perceive (commands|system missives) [in chat]
  • %player% can('t|[ ]not) perceive any (command[s]|missive[s]) [in chat]
  • %player% can('t|[ ]not) perceive all missives [in chat]
  • %player% can('t|[ ]not) only perceive (commands|system missives) [in chat]
Since: 2.10
Doth verify whether a player can perceive specific varieties of missives in chat.

Examples:

if player can perceive all missives:
    send "You can see all messages."

if player can only perceive commands:
    send "This game doesn't work with commands-only chat."

if player can't perceive any missives:
    send action bar "Server shutting down in 5 minutes!"

May Take to the Skies

🔗

Condition

Patterns:
  • %players% can take to the skies
  • %players% (can't|cannot|can not) take to the skies
Since: 2.3
Whether a player is permitted to soar through the heavens.

Examples:

player can take to the skies

Mortal Combat

🔗

Condition

Patterns:
  • (is mortal combat|mortal combat is) permitted [in %worlds%]
  • (is mortal combat|mortal combat is) forbidden [in %worlds%]
Since: 1.3.4
Doth inspect the state of player-versus-player combat within a world.

Examples:

mortal combat is permitted

mortal combat is forbidden in "world"

Occasion Annull'd

🔗

Condition

Patterns:
  • [the] occasion is annull'd
  • [the] occasion (is not|isn't) annull'd
Since: 2.2-dev36
Doth examine whether the occasion hath been annull'd or nay.

Examples:

on click:
    if occasion is annull'd:
        broadcast "no clicks allowed!"

Of Letters and Numerals

🔗

Condition

Patterns:
  • %texts% (is|are) of letters and numerals
  • %texts% (isn't|is not|aren't|are not) of letters and numerals
Since: 2.4
Doth examine whether the given string be composed solely of letters and numerals.

Examples:

if the argument is not of letters and numerals:
    send "Invalid name!"

Panda Be Affrighted

🔗

Condition

Patterns:
Since: 2.11
Whether a panda be affrighted and trembling with fear.

Examples:

if last spawned panda is affrighted:

Panda Doth Sneeze

🔗

Condition

Patterns:
Since: 2.11
Whether a panda be given to sneezing most vigorously.

Examples:

if last spawned panda is given to sneezing:
    make last spawned panda stop sneezing

Panda Doth Tumble

🔗

Condition

Patterns:
Since: 2.11
Whether a panda doth tumble about in merriment.

Examples:

if last spawned panda is tumbling about:
    make last spawned panda stop rolling

Panda Lieth Upon Its Back

🔗

Condition

Patterns:
Since: 2.11
Whether a panda doth lie upon its back.

Examples:

if last spawned panda is upon its back:
    make last spawned panda get off its back

Passage of Time

🔗

Condition

Patterns:
  • %date% (was|were)( more|(n't| not) less) than %time span% [hence]
  • %date% (was|were)((n't| not) more| less) than %time span% [hence]
Since: 2.0
Doth test whether a given real moment was more or less than some span of time hence.

Examples:

command /command-with-cooldown:
    trigger:
        {command::%player's uuid%::last-usage} was less than a minute hence:
            message "Please wait a minute between uses of this command."
            stop
        set {command::%player's uuid%::last-usage} to now
        # ... actual command trigger here ...

Possesseth Potion Effect

🔗

Condition

Patterns:
  • %living entities% (has|have) ([any|a[n]] [active] potion effect[s]|[any|a] potion effect[s] active)
  • %living entities% (doesn't|does not|do not|don't) have ([any|a[n]] [active] potion effect[s]|[any|a] potion effect[s] active)
  • %living entities% (has|have) %skriptpotioneffects% [active]
  • %living entities% (doesn't|does not|do not|don't) have %skriptpotioneffects% [active]
Since: 2.6.1
2.14 (support for potion effects)
Ascertaineth whether an entity doth possess a potion effect with certain properties.
An entity is considered to possess a potion effect if it beareth a potion effect with at least the specified properties.
For example, if an entity hath an 'ambient speed 5' effect, it would be deemed as possessing 'speed 5'.
For exact comparisons, consider employing the Potion Effect of Entity/Item expression within an 'is' comparison.

Examples:

if the player has a potion effect of speed:
    message "Thou art swift as Mercury!"

if all players have speed and haste active:
    broadcast "This server standeth ready to mine!"

Possesseth a Plunder Table

🔗

Condition

Patterns:
Since: 2.10
Discerneth whether an entity or block doth possess a plunder table.The plunder tables of chests shall be struck from existence when the chest is opened or broken asunder.

Examples:

set event-block to chest
if event-block has a plunder table:
    # this shall never come to pass, for it possesseth no plunder table.

set plunder table of event-block to "minecraft:chests/simple_dungeon"
if event-block has a plunder table:
    # this shall come to pass, for it now possesseth a plunder table.

Potion Effect Type — Is Instantaneous

🔗

Condition

Patterns:
Since: 2.14
Ascertaineth whether a potion effect type is instantaneous.
That is to say, whether the effect doth transpire once and forthwith.

Examples:

if any of the potion effects of the player's tool are instant:
    message "Employ thy tool for immediate benefit!"

Potion Effect — Is Ambient

🔗

Condition

Patterns:
  • %skriptpotioneffects% (is|are) ambient
  • %skriptpotioneffects% (isn't|is not|aren't|are not) ambient
Since: 2.14
Ascertaineth whether a potion effect is ambient.
That is to say, whether the potion effect doth produce more, translucent particles.

Examples:

on entity potion effect modification:
    if the potion effect is ambient:
        message "'Tis the hour of particles!"

Potion Effect — Possesseth Particles

🔗

Condition

Patterns:
  • %skriptpotioneffects% (has|have) particles
  • %skriptpotioneffects% (doesn't|does not|do not|don't) have particles
Since: 2.14
Ascertaineth whether a potion effect doth possess particles.

Examples:

on entity potion effect modification:
    if the potion effect has particles:
        hide the particles of event-potioneffecttype for event-entity

Potion Effect — Possesseth an Emblem

🔗

Condition

Patterns:
  • %skriptpotioneffects% (has|have) ([an] emblem|emblems)
  • %skriptpotioneffects% (doesn't|does not|do not|don't) have ([an] emblem|emblems)
Since: 2.14
Ascertaineth whether a potion effect doth bear an emblem (icon).

Examples:

on entity potion effect modification:
    if the potion effect has an emblem:
        hide the emblem of event-potioneffecttype for event-entity

Resource Pack Decree

🔗

Condition

Patterns:
Since: 2.4
Doth examine the state of the resource pack in a resource pack request response event.

Examples:

on resource pack response:
    if the resource pack wasn't accepted:
        kick the player due to "Thou must install the resource pack to partake in this server!"

Runneth Upon Minecraft

🔗

Condition

Patterns:
  • running [beneath] minecraft %text%
Since: 2.5
Ascertaineth whether the present Minecraft version be the given version or of newer vintage.

Examples:

running minecraft "1.14"

Shall It Perish

🔗

Condition

Patterns:
  • %itementities% can (despawn naturally|naturally despawn)
  • %itementities% (can't|cannot|can not) (despawn naturally|naturally despawn)
Since: 2.11
Ascertaineth whether the dropped item shall perish of its own accord through Minecraft's appointed timer.

Examples:

if all dropped items will naturally perish:
    prevent all dropped items from naturally perishing

Shall It Perish

🔗

Condition

Patterns:
  • %itementities% will (perish naturally|naturally perish)
  • %itementities% (will (not|neither)|won't) (perish naturally|naturally perish)
Since: 2.11
Ascertaineth whether the dropped item shall perish of its own accord through Minecraft's appointed timer.

Examples:

if all dropped items will naturally perish:
    prevent all dropped items from naturally perishing

Shall the Boosting Firework Be Consumed

🔗

Condition

Patterns:
  • [the] (boosting|employed) firework shall be consumed
  • [the] (boosting|employed) firework (shall not|shan't) be consumed
Since: 2.10
Doth examine whether the firework employed in an 'elytra boost' occasion shall be consumed.

Examples:

on elytra boost:
    if the employed firework shall be consumed:
        prevent the employed firework from being consumed

Sinistral or Dextral

🔗

Condition

Patterns:
Since: 2.8.0
Doth examine whether living entities or players be sinister-handed or right-handed. Armour stands art neither right nor left-handed.

Examples:

on damage of player:
    if victim is left handed:
        cancel event

Strider Doth Tremble

🔗

Condition

Patterns:
Since: 2.12
Whether a strider doth tremble with cold.

Examples:

if last spawned strider is trembling:
    make last spawned strider stop trembling

Text Display Beareth Drop Shadow

🔗

Condition

Patterns:
  • [[the] text of] %displays% (hath|have) [a] (drop|text) shadow
  • %displays%'[s] text (hath|have) [a] (drop|text) shadow
  • [[the] text of] %displays% (hath not|doth not have|do not|don't) have [a] (drop|text) shadow
  • %displays%'[s] text (hath not|doth not have|do not|don't) have [a] (drop|text) shadow
Since: 2.10
Returns whether the text of a display hath drop shadow applied unto it.

Examples:

if {_display} hath drop shadow:
    remove drop shadow from the text of {_display}

Text Display Visible Through Ramparts

🔗

Condition

Patterns:
  • %displays% (is|are) visible through (blocks|walls)
  • %displays% (isn't|is not|aren't|are not) visible through (blocks|walls)
Since: 2.10
Returns whether text displays may be perceived through blocks or not.

Examples:

if last spawned text display is visible through walls:
    prevent last spawned text display from being visible through walls

Wound's Origin

🔗

Condition

Patterns:
  • [the] wound (was|is|hath)[( not)] [been] (wrought|caused|dealt) by %damage cause%
Since: 2.0
Doth test what manner of harm caused a damage occasion. Pray refer to the Damage Cause type for a catalogue of all possible causes.

Examples:

# make players use their potions of fire resistance whenever they take any kind of fire damage
on damage:
    wound was wrought by lava, fire or burning
    victim is a player
    victim has a potion of fire resistance
    cancel event
    apply fire resistance to the victim for 30 seconds
    remove 1 potion of fire resistance from the victim

# prevent mobs from dropping items under certain circumstances
on death:
    entity is not a player
    wound was not wrought by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison
    clear drops

Wound's Source — Doth Scale With Difficulty

🔗

Condition

Patterns:
  • %damage sources% ((doth|do) scale|scales) harm with difficulty
  • %damage sources% (do not|don't|doth not|doesn't) scale harm with difficulty
  • %damage sources%'[s] harm ((doth|do) scale|scales) with difficulty
  • %damage sources%'[s] harm (do not|don't|doth not|doesn't) scale with difficulty
Since: 2.12
Whether the harm wrought by a damage source doth wax or wane with the difficulty of the realm.

Examples:

on death:
    if event-damage source scales harm with difficulty:

Wound's Source — Was Indirectly Wrought

🔗

Condition

Patterns:
  • %damage sources% (was|were) ([in]directly wrought|wrought [in]directly)
  • %damage sources% (was not|wasn't|were not|weren't) ([in]directly wrought|wrought [in]directly)
Since: 2.12
Whether the harm from a damage source was indirectly wrought.
Vanilla damage sources art deemed indirect if the 'causing entity' and the 'direct entity' be not one and the same.For example, suffering harm from an arrow loosed by another creature.

Examples:

on damage:
    if event-damage source was indirectly wrought:

Conditionals

🔗

Section

Patterns:
  • otherwise
  • else [parse] if <.+>
  • else [parse] if (any|at least one [of])
  • else [parse] if [all]
  • [parse] if (any|at least one [of])
  • [parse] if [all]
  • [parse] if <.+>
  • then [run]
  • implicit:<.+>
Since: 1.0
Conditional sections of judgement
if: executed when its condition doth hold true
else if: executed if all prior chained conditionals were not carried out, and its condition doth hold true
else: executed if all prior chained conditionals were not carried out

parse if: a special case of 'if' condition whereupon the code shall not be parsed if the condition be not true
else parse if: another special case of 'else if' condition whereupon the code shall not be parsed if all prior chained conditionals were not carried out, and its condition doth hold true

Examples:

if player's health is greater than or equal to 4:
    send "Thy health doth fare well enough, yet tread with care!"
else if player's health is greater than 2:
    send "Thou must heal with haste, thy health is most perilously low!"
otherwise: # Fewer than 2 hearts
    send "Thou art upon death's very threshold lest thou heal forthwith. Thou hast only %player's health% heart(s)!"

parse if plugin "SomePluginName" is enabled: # parse if %condition%
    # This code shall only be executed if the condition be met, otherwise Skript shall not parse this section and therefore shall give no errors nor counsel regarding it

Ensnare Runtime Faults

🔗

Section

Patterns:
  • ensnare [run[ ]time] fault[s]
Since: 2.12
Doth ensnare any runtime faults begotten by code within the section. This be a feature still in progress.

Examples:

ensnare runtime faults:
    set worldborder center of {_border} to location(0, 0, NaN value)
if last caught runtime errors contains "Your location can't have a NaN value as one of its components":
    set worldborder center of {_border} to location(0, 0, 0)

For Each Traversal

🔗

Section

Patterns:
Since: 2.10, 2.14 (stable release)
A specialised traversal section run for each element within a list. Unlike the basic loop, this is devised for extracting the key & value from pairs. The traversal element's key/index and value may be stored in a variable for convenience.

When traversing a simple (non-indexed) set of values, e.g. all players, the index shall be the traversal counter number.

Examples:

for each {_player} in players:
    send "Hail, %{_player}%!" to {_player}

traverse {_item} in {list of items::*}:
    broadcast {_item}'s name

for each key {_index} in {list of items::*}:
    broadcast {_index}

traverse key {_index} and value {_value} in {list of items::*}:
    broadcast "%{_index}% = %{_value}%"

for each {_index}, {_value} in {my list::*}:
    broadcast "%{_index}% = %{_value}%"

Sift

🔗

Section

Patterns:
  • sift %~objects% to match [any|all]
Since: 2.10
Doth sift a variable list according to the supplied conditions. Unlike the filter expression, this effect preserveth the indices of the sifted list.
It doth also support sifting based upon meeting any of the given criteria, rather than all, akin to multi-line if statements.

Examples:

set {_a::*} to integers between -10 and 10

sift {_a::*} to match:
    input is a number
    mod(input, 2) = 0
    input > 0
send {_a::*} # sends 2, 4, 6, 8, and 10

Traverse

🔗

Section

Patterns:
Since: 1.0
Traversal sections do repeat their code with manifold values.

A traversal shall iterate through all elements of the given expression, e.g. all players, worlds, items, et cetera. The conditions & effects within the traversal shall be executed for every one of those elements, which may be accessed with 'loop-', e.g. send "hail" to loop-player. When a condition within a traversal is not fulfilled, the traversal shall recommence with the next element. Thou mayest however use stop loop to depart the traversal entirely and resume code execution after its end.

Traversable Values
All expressions that represent more than one value, e.g. 'all players', 'worlds', et cetera, as well as list variables, may be traversed. Thou mayest also employ a list of expressions, e.g. traverse the victim and the attacker, to execute the same code for but a few values.

List Variables
When traversing list variables, thou mayest also use loop-index in addition to loop-value within the traversal. loop-value is the value of the currently traversed variable, and loop-index is the last part of the variable's name (the part where the list variable hath its asterisk *).

Examples:

traverse all players:
    send "Hail, %loop-player%!" to loop-player

traverse items in player's inventory:
    if loop-item is dirt:
        set loop-item to air

traverse 10 times:
    send title "%11 - loop-value%" and subtitle "seconds remain ere the contest doth begin" to player for 1 second # 10, 9, 8 etc.
    wait 1 second

traverse {Coins::*}:
    set {Coins::%loop-index%} to loop-value + 5 # Same as "add 5 to {Coins::%loop-index%}" where loop-index is the uuid of " +
    "the player and loop-value is the number of coins for the player

traverse shuffled (integers between 0 and 8):
    if all:
        previous loop-value = 1
        loop-value = 4
        next loop-value = 8
    then:
        kill all players

Whilst Loop

🔗

Section

Patterns:
  • [do] whilst <.+>
Since: 2.0, 2.6 (do while)
Whilst Loop sections are loops that shall persist in their repetition so long as a condition doth hold true.

Examples:

whilst size of all players < 5:
    send "More souls are needed to commence the adventure" to all players
    wait 5 seconds

set {_counter} to 1
do whilst {_counter} > 1: # false, yet 'twill increase {_counter} by 1 then depart
    add 1 to {_counter}

# Take heed when employing whilst loops with conditions that hold true
# for great spans without using 'wait %timespan%' within,
# lest it hang and bring ruin upon thy server.
whilst player is online:
    give player 1 dirt
    wait 1 second # without a delay effect the server shall surely crash

On Advent

🔗

Event

Patterns:
Since: 1.0, 2.5.1 (non-living entities)
Called when an entity spawns (excluding players).

Examples:

on spawn of a zombie:
on spawn of an ender dragon:
    broadcast "A dragon has been sighted in %world%!"

On Anvil Harm

🔗

Event

Patterns:
  • [on] anvil damag(e|ing)
Since: 2.7
Called when an anvil is damaged/broken from being used to repair/rename items.
Note: this does not include anvil damage from falling.

Examples:

on anvil damage:
    cancel the event

On Anvil Preparation

🔗

Event

Patterns:
  • [on] anvil prepar(e|ing)
Since: 2.7
Called when an item is put in a slot for repair by an anvil. Please note that this event is called multiple times in a single item slot move.

Examples:

on anvil prepare:
    event-item is set # result item
    chance of 5%:
        set repair cost to repair cost * 50%
        send "You're LUCKY! You got 50% discount." to player

On Arm Flourish

🔗

Event

Patterns:
  • [on] [player] arm swing
Since: 2.5.1
Called when a player swings their arm.

Examples:

on arm swing:
    send "You swung your arm!"

On Arrival

🔗

Event

Patterns:
  • [on] [player] (login|logging in|join[ing])
Since: 1.0
Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer on connect over this event.

Examples:

on join:
    message "Welcome on our awesome server!"
    broadcast "%player% just joined the server!"

On Arrow Readied

🔗

Event

Patterns:
  • [on] [player] ((ready|choose|draw|load) arrow|arrow (choose|draw|load))
Since: 2.8.0
Called when a player is firing a bow and the server is choosing an arrow to use.
Cancelling this event will skip the current arrow item and fire a new event for the next arrow item.
The arrow and bow in the event can be accessed with the Readied Arrow/Bow expression.

Examples:

on player ready arrow:
    selected bow's name is "Spectral Bow"
    if selected arrow is not a spectral arrow:
        cancel event

On Banishment

🔗

Event

Patterns:
  • [on] [player] (kick|being kicked)
Since: 1.0
Called when a player is kicked from the server. You can change the kick message or cancel the event entirely.

Examples:

on kick:

On Bat Toggling Slumber

🔗

Event

Patterns:
  • [on] bat toggle sleep
Since: 2.11
Called when a bat attempts to go to sleep or wakes up.

Examples:

on bat toggle sleep:

On Beacon Blessing

🔗

Event

Patterns:
Since: 2.10
Called when a player gets an effect from a beacon.

Examples:

on beacon effect:
    broadcast applied effect
    broadcast event-player
    broadcast event-block
on primary beacon effect apply of haste:
on application of secondary beacon effect:
on beacon effect of speed:

On Beacon Effect Alteration

🔗

Event

Patterns:
  • [on] beacon change effect
  • [on] beacon effect change
  • [on] player chang(e[s]|ing) [of] beacon effect
Since: 2.10
Called when a player changes the effects of a beacon.

Examples:

on beacon effect change:
    broadcast event-player
    broadcast event-block
    broadcast primary beacon effect
    broadcast secondary beacon effect
on beacon change effect:
on player change beacon effect:

On Beacon Toggle

🔗

Event

Patterns:
  • [on] beacon toggle
  • [on] beacon kindl(e|ing)
  • [on] beacon quench(e|ing)
Since: 2.10
Called when a beacon is activated or deactivated.

Examples:

on beacon toggle:
on beacon activate:
on beacon deactivate:

On Bed Departing

🔗

Event

Patterns:
  • [on] bed leav(e|ing)
  • [on] [player] leav(e|ing) [a] bed
Since: 1.0
Called when a player leaves a bed.

Examples:

on player leaving a bed:

On Bed Entering

🔗

Event

Patterns:
  • [on] bed enter[ing]
  • [on] [player] enter[ing] [a] bed
Since: 1.0
Called when a player starts sleeping.

Examples:

on bed enter:

On Bell Resonance

🔗

Event

Patterns:
  • [on] bell resonat(e|ing)
Since: 2.9.0
Called when a bell resonates, highlighting nearby raiders.

Examples:

on bell resonate:
    send "&amp;amp;lt;red&amp;amp;gt;Raiders are nearby!" to all players in radius 32 around event-block

On Bell Tolling

🔗

Event

Patterns:
  • [on] bell ring[ing]
Since: 2.9.0
Called when a bell is rung.

Examples:

on bell ring:
    send "&amp;amp;lt;gold&amp;amp;gt;Ding-dong!&amp;amp;lt;reset&amp;amp;gt;" to all players in radius 10 of event-block

On Block Drop

🔗

Event

Patterns:
Since: 2.10
Called when a block broken by a player drops something.

  • event-player: The player that broke the block

  • past event-block: The block that was broken

  • event-block: The block after being broken

  • event-items (or drops): The drops of the block

  • event-entities: The entities of the dropped items



If the breaking of the block leads to others being broken, such as torches, they will appearin "event-items" and "event-entities".

Examples:

on block drop:
    broadcast event-player
    broadcast past event-block
    broadcast event-block
    broadcast event-items
    broadcast event-entities
on block drop of oak log:

On Block Harm

🔗

Event

Patterns:
  • [on] block damag(ing|e)
Since: 1.0
Called when a player starts to break a block. You can usually just use the leftclick event for this.

Examples:

on block damaging:
    if block is tagged with minecraft tag "logs":
        send "You can't break the holy log!"

On Block Nourishment

🔗

Event

Patterns:
  • [on] [block] fertilize
Since: 2.5
Requirements: Minecraft 1.13 or newer
Called when a player fertilizes blocks.

Examples:

on block fertilize:
    send "Fertilized %size of fertilized blocks% blocks got fertilized."

On Bolt from the Heavens

🔗

Event

Patterns:
  • [on] lightning [strike]
Since: 1.0
Called when lightning strikes.

Examples:

on lightning:
    spawn a zombie at location of event-entity

On Brewing Complete

🔗

Event

Patterns:
Since: 2.13
Called when a brewing stand finishes brewing an ingredient and changes the potions.

Examples:

on brew:     broadcast event-item on brewing of speed potion: on brew finished for speed 2 potion:

On Brewing Fuel

🔗

Event

Patterns:
  • [on] brew[ing [stand]] consum(e|ing) fuel [of %item types%]
  • [on] brew[ing [stand]] fuel consumption [of %item types%]
Since: 2.13
Called when a brewing stand is about to use an item to increase its fuel level.

Examples:

on brewing consume fuel:     prevent the brewing stand from consuming fuel on brewing fuel consumption of blaze powder:

On Brewing Start

🔗

Event

Patterns:
  • [on] brew[ing] start[ed|ing]
Since: 2.13
Called when a brewing stand starts brewing.

Examples:

on brewing start:     set the brewing time to 1 second

On Bucket Catch Entity

🔗

Event

Patterns:
  • [on] bucket (catch[ing]|captur(e|ing)) [[of] %entity types%]
Since: Unknown
Missing description.

Examples:

Missing examples.

On Burn

🔗

Event

Patterns:
Since: 1.0, 2.6 (BlockData support)
Called when a block is destroyed by fire.

Examples:

on burn:
on burn of oak wood, oak fences, or chests:
on burn of oak_log[axis=y]:

On Carriage Collision

🔗

Event

Patterns:
Since: 2.10
Called when a vehicle collides with a block or entity.

Examples:

on vehicle collision:
on vehicle collision with obsidian:
on vehicle collision with a zombie:

On Casting Forth

🔗

Event

Patterns:
  • [on] [player|entity] cast[ing] forth [[of] %item types%]
Since: unknown (before 2.1), 2.7 (entity)
Called when a player drops an item from their inventory, or an entity drops an item, such as a chicken laying an egg.

Examples:

on drop:
    if event-item is compass:
        cancel event

on entity drop of an egg:
    if event-entity is a chicken:
        set item of event-dropped item to a diamond

On Ceasing Item Use

🔗

Event

Patterns:
  • [on] [player] (stop|end) (using item|item use)
Since: 2.8.0
Called when a player stops using an item. For example, when the player releases the interact button when holding a bow, an edible item, or a spyglass.
Note that event-timespan will return the time the item was used for.

Examples:

on player stop using item:
    broadcast "%player% used %event-item% for %event-timespan%."

On Cloud of Area Effect

🔗

Event

Patterns:
  • [on] (area|AoE) [cloud] effect
Since: 2.2-dev21
Called when area effect cloud applies its potion effect. This happens every 5 ticks by default.

Examples:

on area cloud effect:

On Connexion

🔗

Event

Patterns:
  • [on] [player] connect[ing]
Since: 2.0
Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over on join.

Examples:

on connect:
    player doesn't have permission "VIP"
    number of players is greater than 15
    kick the player due to "The last 5 slots are reserved for VIP players."

On Consuming

🔗

Event

Patterns:
  • [on] [player] ((feast|drink)[ing]|consum(e|ing)) [[of] %item types%]
Since: 2.0
Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion.

Examples:

on consume:

On Contagion

🔗

Event

Patterns:
  • [on] spread[ing]
Since: 1.0
Called when a new block forms as a result of a block that can spread, e.g. water or mushrooms.

Examples:

on spread:

On Crafting

🔗

Event

Patterns:
Since: unknown (before 2.1)
Called when a player crafts an item.

Examples:

on craft:

On Creeper Empowerment

🔗

Event

Patterns:
  • [on] creeper power
Since: 1.0
Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered.

Examples:

on creeper power:

On Current Most Fluid

🔗

Event

Patterns:
  • [on] [block] flow[ing]
  • [on] block mov(e|ing)
Since: 1.0
Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well.

Examples:

on block flow:
    if event-block is water:
        broadcast "Build more dams! It's starting to get wet in here"

On Decree

🔗

Event

Patterns:
Since: 2.0
Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see Is a Skript command condition.

Examples:

on command:
on command "/stop":
on command "pm Njol ":

On Demise

🔗

Event

Patterns:
Since: 1.0
Called when a living entity (including players) dies.

Examples:

on death:
on death of player:
on death of a wither or ender dragon:
    broadcast "A %entity% has been slain in %world%!"

On Departure

🔗

Event

Patterns:
  • [on] (quit[ting]|disconnect[ing]|log[ ]out|logging out|leav(e|ing))
Since: 1.0 (simple disconnection)
Called when a player leaves the server.

Examples:

on quit:
on disconnect:

On Detonation

🔗

Event

Patterns:
  • [on] explo(d(e|ing)|sion)
Since: 1.0
Called when an entity (a primed TNT or a creeper) explodes.

Examples:

on explosion:

On Detonation Priming

🔗

Event

Patterns:
  • [on] explosion prime
Since: 1.0
Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time.

Examples:

on explosion prime:

On Discourse

🔗

Event

Patterns:
  • [on] chat
Since: 1.4.1
Called whenever a player chats.
Use chat format to change message format.
Use chat recipients to edit chat recipients.

Examples:

on chat:
    if player has permission "owner":
        set chat format to "&amp;amp;amp;lt;red&amp;amp;amp;gt;[player]&amp;amp;amp;lt;light gray&amp;amp;amp;gt;: &amp;amp;amp;lt;light red&amp;amp;amp;gt;[message]"
    else if player has permission "admin":
        set chat format to "&amp;amp;amp;lt;light red&amp;amp;amp;gt;[player]&amp;amp;amp;lt;light gray&amp;amp;amp;gt;: &amp;amp;amp;lt;orange&amp;amp;amp;gt;[message]"
    else: #default message format
        set chat format to "&amp;amp;amp;lt;orange&amp;amp;amp;gt;[player]&amp;amp;amp;lt;light gray&amp;amp;amp;gt;: &amp;amp;amp;lt;white&amp;amp;amp;gt;[message]"

On Dispatch of Command Ledger

🔗

Event

Patterns:
  • [on] send[ing] [of [the]] [server] command[s] list
  • [on] [server] command list send
Since: 2.8.0
Called when the server sends a list of commands to the player. This usually happens on join. The sent commands can be modified via the sent commands expression.
Modifications will affect what commands show up for the player to tab complete. They will not affect what commands the player can actually run.
Adding new commands to the list is illegal behavior and will be ignored.

Examples:

on send command list:
    set command list to command list where [input does not contain ":"]
    remove "help" from command list

On Dispensation

🔗

Event

Patterns:
Since: unknown (before 2.1)
Called when a dispenser dispenses an item.

Examples:

on dispense of iron block:
    send "that'd be 19.99 please!"

On Domestication

🔗

Event

Patterns:
  • [on] [entity] tam(e|ing)
Since: 1.0
Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed.

Examples:

on tame:

On Dominion Enter/Leave

🔗

Event

Patterns:
  • [on] (enter[ing]|leav(e|ing)|exit[ing]) [of] ([a] dominion|[[the] dominion] %regions%)
  • [on] dominion (enter[ing]|leav(e|ing)|exit[ing])
Since: 2.1
Requirements: Supported regions plugin
Called when a player enters or leaves a region.
This event requires a supported regions plugin to be installed.

Examples:

on region exit:
    message "Leaving %region%."

On Edifice Assay

🔗

Event

Patterns:
  • [on] [block] can build check
Since: 1.0 (basic), 2.0 ([un]cancellable)
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it.
Please note that the data value of the block to be placed is not available in this event, only its ID.

Examples:

on block can build check:
    cancel event

On Egg Hurled

🔗

Event

Patterns:
  • [on] throw[ing] [of] [an] egg
  • [on] [player] egg throw
Since: 1.0
Called when a player throws an egg and it lands. You can just use the shoot event in most cases. However, this event allows modification of properties like the hatched entity type and the number of entities to hatch.

Examples:

on throw of an egg:

On Elytra Propulsion

🔗

Event

Patterns:
  • [on] elytra boost
Since: 2.10
Called when a player uses a firework to boost their fly speed when flying with an elytra.

Examples:

on elytra boost:
    if the used firework will be consumed:
        prevent the used firework from being consume

On Enchantment

🔗

Event

Patterns:
  • [on] [item] enchant
Since: 2.5
Called when a player successfully enchants an item.
To get the enchanted item, see the enchant item expression

Examples:

on enchant:
    if the clicked button is 1: # offer 1
        set the applied enchantments to sharpness 10 and unbreaking 10

On Enchantment Preparation

🔗

Event

Patterns:
  • [on] [item] enchant prepare
Since: 2.5
Called when a player puts an item into enchantment table. This event may be called multiple times.
To get the enchant item, see the enchant item expression

Examples:

on enchant prepare:
    set enchant offer 1 to sharpness 1
    set the cost of enchant offer 1 to 10 levels

On Enderman Wroth

🔗

Event

Patterns:
  • [on] enderman (enrage|anger)
Since: 2.9.0
Called when an enderman gets mad because a player looked at them.
Note: This does not stop enderman from targeting the player as a result of getting damaged.

Examples:

# Stops endermen from getting angry players with the permission "safeFrom.enderman"
on enderman enrage:
    if player has permission "safeFrom.enderman":
        cancel event

On Enderman/Sheep/Silverfish/Falling Block

🔗

Event

Patterns:
  • [on] enderman place[th] block
  • [on] enderman retrieve[th] block
  • [on] sheep consum(e[th]|ing)
  • [on] silverfish burrow[eth] [into block]
  • [on] silverfish emerg(e[th]|ing) [from block]
  • [on] falling block descend[ing]
  • [on] falling block alight[ing]
  • [on] (entity|%*-entitydatas%) chang(e|ing) block[s]
Since: unknown, 2.5.2 (falling block), 2.8.0 (any entity support)
Invoked when an enderman doth place or retrieve a block, a sheep doth consume the grass, a silverfish doth burrow into or emerge from a block, or a falling block doth descend and become a block.
event-block representeth the old block and event-blockdata representeth the new replacement that shall be applied to the block.

Examples:

on sheep consume:
    kill event-entity
    broadcast "A sheep hath pilfered some grass!"

on falling block descend:
    event-entity is a falling dirt
    cancel event

On Engage

🔗

Event

Patterns:
Since: 1.0, 2.10 (blockdata)
Called when a user clicks on a block, an entity or air with or without an item in their hand.
Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them.
Also note that a leftclick on an entity is an attack and thus not covered by the 'click' event, but the 'damage' event.

Examples:

on click:
on rightclick holding a fishing rod:
on leftclick on a stone or obsidian:
on rightclick on a creeper:
on click with a sword:
on click on chest[facing=north]:
on click on campfire[lit=true]:

On Entity Breed

🔗

Event

Patterns:
Since: 2.10
Called whenever two animals begin to conceive a child. The type can be specified.

Examples:

on breeding of llamas:     send "When a %breeding mother% and %breeding father% love each other very much they make %offspring%" to breeder

On Entity Dismounting

🔗

Event

Patterns:
  • [on] dismount[ing]
Since: 2.2-dev13b
Called when an entity dismounts.

Examples:

on dismount:
    kill event-entity

On Entity Leap

🔗

Event

Patterns:
  • [on] entity jump[ing]
Since: 2.7
Called when an entity jumps.

Examples:

on entity jump:
    if entity is a wither skeleton:
        cancel event

On Entity Loose Bow

🔗

Event

Patterns:
Since: 2.11
Called when an entity shoots a bow. event-entity refers to the shot projectile/entity.

Examples:

on player shoot bow:     chance of 30%:         damage event-slot by 10         send "Your bow has taken increased damage!" to shooter on stray shooting bow:     set {_e} to event-entity     spawn a cow at {_e}:         set velocity of entity to velocity of {_e}     set event-entity to last spawned entity

On Entity Mounting

🔗

Event

Patterns:
  • [on] mount[ing]
Since: 2.2-dev13b
Called when entity starts riding another.

Examples:

on mount:
    cancel event

On Entity Potion Effect

🔗

Event

Patterns:
Since: 2.10
2.14 (action support)
Called when an entity's potion effect is modified.

Examples:

on entity potion effect modification:     broadcast "A potion effect was added to %event-entity%!"
on entity potion effect of night vision added:     message "You can now see in the dark!"
on entity potion effect of strength removed:     message "You're now weaker!"

On Entity Transmogrify

🔗

Event

Patterns:
  • [on] (entit(y|ies)|%*-entitydatas%) transmogrif(y|ying) [due to %transform reasons%]
Since: 2.8.0
Called when an entity is about to be replaced by another entity.
Examples when it's called include; when a zombie gets cured and a villager spawns, an entity drowns in water like a zombie that turns to a drown, an entity that gets frozen in powder snow, a mooshroom that when sheared, spawns a new cow.

Examples:

on a zombie transforming due to curing:
on mooshroom transforming:
on zombie, skeleton or slime transform:

On Erect

🔗

Event

Patterns:
Since: 1.0, 2.6 (BlockData support)
Called when a player places a block.

Examples:

on place:
on place of a furnace, crafting table or chest:
on break of chest[type=right] or chest[type=left]

On Experience Change

🔗

Event

Patterns:
  • [on] [player] (level progress|[e]xp|experience) (change|update|increase|decrease)
Since: 2.7
Called when a player's experience changes.

Examples:

on level progress change:
    set {_xp} to event-experience
    broadcast "%{_xp}%"

On Experience Cooldown Alteration

🔗

Event

Patterns:
  • [on] player (experience|[e]xp) cooldown change
Since: 2.10
Called when a player's experience cooldown changes.
Experience cooldown is how long until a player can pick up another orb of experience.

Examples:

on player experience cooldown change:
    broadcast event-player
    broadcast event-timespan
    broadcast past event-timespan
    broadcast xp cooldown change reason

On Experience Spawn

🔗

Event

Patterns:
  • [on] [e]xp[erience] [orb] spawn
  • [on] spawn of [a[n]] [e]xp[erience] [orb]
Since: 2.0
Called whenever experience is about to spawn.
Please note that this event will not fire for xp orbs spawned by plugins (including Skript) with Bukkit.

Examples:

on xp spawn:
    world is "minigame_world"
    cancel event

On Fade

🔗

Event

Patterns:
Since: 1.0, 2.6 (BlockData support)
Called when a block 'fades away', e.g. ice or snow melts.

Examples:

on fade of snow or blue ice:
on fade of snow[layers=2]

On Firework Burst

🔗

Event

Patterns:
  • [on] [a] firework explo(d(e|ing)|sion) [colo[u]red %colors%]
Since: 2.4
Called when a firework explodes.

Examples:

on firework explode:
    if event-colors contains red:
on firework exploding colored red, light green and black:
on firework explosion colored rgb 0, 255, 0:
    broadcast "A firework colored %colors% was exploded at %location%!"

On First Arrival

🔗

Event

Patterns:
  • [on] first (arrival|login)
Since: 1.3.7
Called when a player joins the server for the first time.

Examples:

on first join:
    broadcast "Welcome %player% to the server!"

On Fishing

🔗

Event

Patterns:
  • [on] [fishing] (line|rod) cast
  • [on] fish (caught|catch)
  • [on] entity (hook[ed]|caught|catch)
  • [on] (bobber|hook) (in|hit) ground
  • [on] fish (escape|get away)
  • [on] [fishing] (rod|line) reel in
  • [on] fish bit(e|ing)
  • [on] (fish approach[ing]|(bobber|hook) lure[d])
  • [on] fishing state change[d]
Since: 2.10
2.11 (state change)
Called when a player triggers a fishing event.
An entity hooked event is triggered when an entity gets caught by a fishing rod.
A fish escape event is called when the player fails to click on time, and the fish escapes.
A fish approaching event is when the bobber is waiting to be hooked, and a fish is approaching.
A fishing state change event is triggered whenever the fishing state changes.

Examples:

on fishing line cast:     send "You caught a fish!" to player
on entity caught:     push event-entity vector from entity to player
on fishing state change:     if event-fishing state is fish caught:         broadcast "A fish has been caught!"

On Flight Toggle

🔗

Event

Patterns:
  • [on] [player] flight toggl(e|ing)
  • [on] [player] toggl(e|ing) flight
Since: 2.2-dev36
Called when a players stops/starts flying.

Examples:

on flight toggle:
    if {game::%player%::playing} exists:
        cancel event

On Flourishing

🔗

Event

Patterns:
Since: 1.0, 2.2-dev20 (plants), 2.8.0 (from, into, blockdata)
Called when a tree, giant mushroom or plant grows to next stage.
"of" matches any grow event, "from" matches only the old state, "into" matches only the new state,and "from into" requires matching both the old and new states.
Using "and" lists in this event is equivalent to using "or" lists. The event will trigger if any one of the elements is what grew.

Examples:

on grow:
on grow of tree:
on grow of wheat[age=7]:
on grow from a sapling:
on grow into tree:
on grow from a sapling into tree:
on grow of wheat, carrots, or potatoes:
on grow into tree, giant mushroom, cactus:
on grow from wheat[age=0] to wheat[age=1] or wheat[age=2]:

On Flourishing of Flora

🔗

Event

Patterns:
  • [on] (plant|crop|block) grow[(th|ing)] [[of] %item types%]
Since: 2.2-Fixes-V10
Called when a crop grows. Alternative to new form of generic grow event.

Examples:

on crop growth:

On Form

🔗

Event

Patterns:
Since: 1.0, 2.6 (BlockData support)
Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see spread event).

Examples:

on form of snow:

On Fuel Burn

🔗

Event

Patterns:
Since: 1.0, 2.10 (specific item)
Called when a furnace burns an item from its fuel slot.

Examples:

on fuel burning:     broadcast fuel burned     if burned fuel is coal:         add 20 seconds to burn time

On Furnace Item Extract

🔗

Event

Patterns:
  • [on] furnace [item] extract[ion] [of %item types%]
Since: 2.10
Called when a player takes any item out of the furnace.

Examples:

on furnace extract:     if event-items is an iron ingot:         remove event-items from event-player's inventory

On Gamemode Change

🔗

Event

Patterns:
  • [on] game[ ]mode change [to %gamemode%]
Since: 1.0
Called when a player's gamemode changes.

Examples:

on gamemode change:
on gamemode change to adventure:

On Gathering Up

🔗

Event

Patterns:
  • [on] [(player|entity)] (gather[ing] up|collecting) [[of] %item types%]
Since: unknown (before 2.1), 2.5 (entity)
Called when a player/entity picks up an item. Please note that the item is still on the ground when this event is called.

Examples:

on pick up:
on entity pickup of wheat:

On Gliding State Alteration

🔗

Event

Patterns:
  • [on] (gliding state change|toggl(e|ing) gliding)
Since: 2.2-dev21
Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly.

Examples:

on toggling gliding:
    cancel the event # bad idea, but you CAN do it!

On Hand Item Exchange

🔗

Event

Patterns:
  • [on] swap[ping of] [(hand|held)] item[s]
Since: 2.3
Called whenever a player swaps the items in their main- and offhand slots.
Works also when one or both of the slots are empty.
The event is called before the items are actually swapped,
so when you use the player's tool or player's offtool expressions,
they will return the values before the swap -
this enables you to cancel the event before anything happens.

Examples:

on swap hand items:
    event-player's tool is a diamond sword
    cancel event

On Hunger Gauge Alteration

🔗

Event

Patterns:
  • [on] (food|hunger) (level|met(er|re)|bar) chang(e|ing)
Since: 1.4.4
Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time.

Examples:

on food bar change:

On Immolation

🔗

Event

Patterns:
  • [on] combust[ing]
Since: 1.0
Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons).

Examples:

on combust:

On Implement Alteration

🔗

Event

Patterns:
  • [on] [player['s]] (tool|item held|held item) chang(e|ing)
Since: 1.0
Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), not by dropping or replacing the item in the current slot.

Examples:

on player's held item change:

On Implement Sundered

🔗

Event

Patterns:
  • [on] [player] tool break[ing]
  • [on] [player] break[ing] [(a|the)] tool
Since: 2.1.1
Called when a player breaks their tool because its damage reached the maximum value.
This event cannot be cancelled.

Examples:

on tool break:

On Inventory Dragging

🔗

Event

Patterns:
  • [on] inventory drag[ging]
Since: 2.7
Called when a player drags an item in their cursor across the inventory.

Examples:

on inventory drag:
    if player's current inventory is {_gui}:
        send "You can't drag your items here!" to player
        cancel event

On Inventory Gathering

🔗

Event

Patterns:
  • [on] inventory pick[ ]up
Since: 2.5.1
Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item

Examples:

on inventory pickup:

On Inventory Opened

🔗

Event

Patterns:
  • [on] inventory open[ed]
Since: 2.2-dev21
Called when an inventory is opened for player.

Examples:

on inventory open:
    close player's inventory

On Inventory Perusal

🔗

Event

Patterns:
  • [on] [player] inventory(-| )click[ing] [[at] %item types%]
Since: 2.2-Fixes-V10
Called when clicking on inventory slot.

Examples:

on inventory click:
    if event-item is stone:
        give player 1 stone
        remove 20$ from player's balance

On Inventory Shuttered

🔗

Event

Patterns:
  • [on] inventory clos(ing|e[d])
Since: 2.2-dev21
Called when player's currently viewed inventory is closed.

Examples:

on inventory close:
    if player's location is {location}:
        send "You exited the shop!"

On Inventory Slot Alteration

🔗

Event

Patterns:
  • [on] [player] inventory slot chang(e|ing)
Since: 2.7
Called when a slot in a player's inventory is changed.
Warning: setting the event-slot to a new item can result in an infinite loop.

Examples:

on inventory slot change:
    if event-item is a diamond:
        send "You obtained a diamond!" to player

On Inventory Wares Conveyance

🔗

Event

Patterns:
  • [on] inventory wares (convey|transport)
  • [on] inventory (convey[ing]|transport[ing]) [a] ware
Since: 2.8.0
Called when an entity or block (e.g. hopper) tries to move items directly from one inventory to another.
When this event is called, the initiator may have already removed the item from the source inventory and is ready to move it into the destination inventory.
If this event is cancelled, the items will be returned to the source inventory.

Examples:

on inventory item move:
    broadcast "%holder of past event-inventory% is transporting %event-item% to %holder of event-inventory%!"

On Item Besmirched

🔗

Event

Patterns:
  • [on] item damag(e|ing)
Since: 2.5
Called when an item is damaged. Most tools are damaged by using them; armor is damaged when the wearer takes damage.

Examples:

on item damage:
    cancel event

On Item Restoration

🔗

Event

Patterns:
  • [on] item mend[ing]
Since: 2.5.1
Requirements: Minecraft 1.13 or newer
Called when a player has an item repaired via the Mending enchantment.

Examples:

on item mend:
    chance of 50%:
        cancel the event
        send "Oops! Mending failed!" to player

On Kindling

🔗

Event

Patterns:
  • [on] [block] ignit(e|ion)
Since: 1.0
Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable.
The burn event will be called when the block is about do be destroyed by the fire.

Examples:

on block ignite:
    if event-block is a ladder:
        cancel event

On Leap

🔗

Event

Patterns:
  • [on] [player] jump[ing]
Since: 2.3
Called whenever a player jumps.
This event requires PaperSpigot.

Examples:

on jump:
    event-player does not have permission "jump"
    cancel event

On Leaves Withering

🔗

Event

Patterns:
  • [on] leaves decay[ing]
Since: 1.0
Called when a leaf block decays due to not being connected to a tree.

Examples:

on leaves decay:

On Loosing of Projectile

🔗

Event

Patterns:
  • [on] [projectile] (shoot|launch)
Since: 1.0
Called whenever a projectile is shot. Use the shooter expression to get who shot the projectile.

Examples:

on shoot:
    if projectile is an arrow:
        send "you shot an arrow!" to shooter

On Loot Generate

🔗

Event

Patterns:
  • [on] spoils generat(e|ing)
Since: 2.7
Called when a loot table of an inventory is generated in the world.
For example, when opening a shipwreck chest.

Examples:

on loot generate:     chance of 10%     add 64 diamonds to the loot     send "You hit the jackpot at %event-location%!"

On Love Mode Enter

🔗

Event

Patterns:
  • [on] [entity] enter[s] love mode
  • [on] [entity] love mode [enter]
Since: 2.10
Called whenever an entity enters a state of being in love.

Examples:

on love mode enter:     cancel event # No one is allowed love here

On Mending

🔗

Event

Patterns:
Since: 1.0, 2.9.0 (by reason)
Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs).

Examples:

on heal:
on player healing from a regeneration potion:
on healing of a zombie, cow or a wither:
    heal reason is healing potion
    cancel event

On Natural Philosophy

🔗

Event

Patterns:
  • [on] [block] physics
Since: 1.4.6
Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often.

Examples:

# prevents sand from falling
on block physics:
    block is sand
    cancel event

On Pail Emptied

🔗

Event

Patterns:
  • [on] bucket empty[ing]
  • [on] [player] empty[ing] [a] bucket
Since: 1.0
Called when a player empties a bucket. You can also use the place event with a check for water or lava.

Examples:

on bucket empty:

On Pail Filled

🔗

Event

Patterns:
  • [on] bucket fill[ing]
  • [on] [player] fill[ing] [a] bucket
Since: 1.0
Called when a player fills a bucket.

Examples:

on player filling a bucket:

On Parcel Begotten

🔗

Event

Patterns:
  • [on] chunk (generat|populat)(e|ing)
Since: 1.0
Called after a new chunk was generated.

Examples:

on chunk generate:

On Parcel Laden

🔗

Event

Patterns:
  • [on] chunk load[ing]
Since: 1.0
Called when a chunk loads. The chunk might or might not contain mobs when it's loaded.

Examples:

on chunk load:

On Parcel Unladen

🔗

Event

Patterns:
  • [on] chunk unload[ing]
Since: 1.0
Called when a chunk is unloaded due to not being near any player.

Examples:

on chunk unload:

On Piglin Commerce

🔗

Event

Patterns:
  • [on] piglin (barter[ing]|trad(e|ing))
Since: 2.10
Called when a piglin finishes bartering. A piglin may start bartering after picking up an item on its bartering list.
Cancelling will prevent piglins from dropping items, but will still make them pick up the input.

Examples:

on piglin barter:
    if barter drops contain diamond:
        send "Diamonds belong in the money pit!" to player
        cancel event

On Piston Forth

🔗

Event

Patterns:
  • [on] piston extend[ing]
Since: 1.0
Called when a piston is about to extend.

Examples:

on piston extend:
    broadcast "A piston is extending!"

On Piston Hence

🔗

Event

Patterns:
  • [on] piston retract[ing]
Since: 1.0
Called when a piston is about to retract.

Examples:

on piston retract:
    broadcast "A piston is retracting!"

On Player Barter

🔗

Event

Patterns:
  • [on] player trad(e|ing)
Since: 2.7
Called when a player has traded with a villager.

Examples:

on player trade:
    chance of 50%:
        cancel event
        send "The trade was somehow denied!" to player

On Player Deep Slumber

🔗

Event

Patterns:
  • [on] [player] deep sleep[ing]
Since: 2.7
Called when a player has slept long enough to count as passing the night/storm.
Cancelling this event will prevent the player from being counted as deeply sleeping unless they exit and re-enter the bed.

Examples:

on player deep sleeping:
    send "Zzzz.." to player

On Player Entereth a Parcel

🔗

Event

Patterns:
  • [on] [player] (enter[s] [a] chunk|chunk enter[ing])
Since: 2.7
Called when a player enters a chunk. Note that this event is based on 'player move' event, and may be called frequent internally.

Examples:

on player enters a chunk:
    send "You entered a chunk: %past event-chunk% -&amp;amp;gt; %event-chunk%!" to player

On Player Input

🔗

Event

Patterns:
  • [on] [player] (toggle|toggling|press[ing]|release|releasing) of (%input keys%|(an|any) input key)
  • [on] ([player] %input keys%|[an|player] input key) (toggle|toggling|press[ing]|release|releasing)
Since: 2.10
Requirements: Minecraft 1.21.3+
Called when a player sends an updated input to the server.
Note: The input keys event value is the set of keys the player is currently pressing, not the keys that were pressed or released.

Examples:

on input key press:     send "You are pressing: %event-inputkeys%" to player

On Player Realm Alteration

🔗

Event

Patterns:
  • [on] [player] world chang(ing|e[d])
Since: 2.2-dev28
Called when a player enters a world. Does not work with other entities!

Examples:

on player world change:
    world is "city"
    send "Welcome to the City!"

On Player Retrieveth Arrow

🔗

Event

Patterns:
  • [on] [player] (pick[ing| ]up [an] arrow|arrow pick[ing| ]up)
Since: 2.8.0
Called when a player picks up an arrow from the ground.

Examples:

on arrow pickup:
    cancel the event
    teleport event-projectile to block 5 above event-projectile

On Portal Forging

🔗

Event

Patterns:
  • [on] portal creat(e|ion)
Since: 1.0, 2.5.3 (event-entity support)
Requirements: Minecraft 1.14+ (event-entity support)
Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld.
In Minecraft 1.14+, you can use the player in this event.
Please note that there may not always be a player (or other entity) in this event.

Examples:

on portal create:

On Portal Ingress

🔗

Event

Patterns:
  • [on] portal enter[ing]
  • [on] entering [a] portal
Since: 1.0
Called when an entity enters a nether portal or an end portal. Please note that this event will be fired many times for a nether portal.

Examples:

on portal enter:

On Portal Passage

🔗

Event

Patterns:
  • [on] [player] portal
  • [on] entity portal
Since: 1.0, 2.5.3 (entities), 2.13 (location changers)
Called when a player or an entity uses a nether or end portal. Note that 'on entity portal' event does not apply to players.
Cancel the event to prevent the entity from teleporting.

Examples:

on portal:
    broadcast "%player% has entered a portal!"

on player portal:
    player's world is world("wilderness")
    set world of event-location to player's world
    add 9000 to x-pos of event-location

on entity portal:
    broadcast "A %type of event-entity% has entered a portal!

On Preparing Craft

🔗

Event

Patterns:
  • [on] [player] (preparing|commencing) craft[ing] [[of] %item types%]
Since: 2.2-Fixes-V10
Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs.

Examples:

on preparing craft of torch:

On Pressure Plate / Snare Wire

🔗

Event

Patterns:
  • [on] [step[ping] on] [a] [pressure] plate
  • [on] (trip|[step[ping] on] [a] tripwire)
Since: 1.0 (pressure plate), 1.4.4 (tripwire)
Called when a player steps on a pressure plate or tripwire respectively.

Examples:

on step on pressure plate:

On Proclamation

🔗

Event

Patterns:
  • [on] broadcast
Since: 2.10
Called when a message is broadcasted.

Examples:

on broadcast:
    set broadcast-message to "&amp;amp;amp;c[BROADCAST] %broadcasted message%"

On Projectile Meeteth

🔗

Event

Patterns:
  • [on] projectile collide
Since: 2.5
Called when a projectile collides with an entity.

Examples:

on projectile collide:
    teleport shooter of event-projectile to event-entity

On Projectile Striketh

🔗

Event

Patterns:
  • [on] projectile hit
Since: 1.0
Called when a projectile hits an entity or a block.

Examples:

on projectile hit:
    if victim's health &amp;amp;lt;= 3:
        delete event-projectile

On Raiment Alteration

🔗

Event

Patterns:
  • [on] [player] armo[u]r change[d]
  • [on] [player] %equipment slot% change[d]
Since: 2.5, 2.11 (equipment slots)
Called when armor pieces of a player are changed.

Examples:

on armor change:
    broadcast the old armor item
on helmet change:

On Reaping of Bounty

🔗

Event

Patterns:
Since: 2.12
Called when a player harvests a block. A block being harvested is when a block drops items and the state of the block is changed, but the block is not broken. An example is harvesting berries from a berry bush.

Examples:

on player block harvest:     send "You have harvested %event-block% that dropped %event-items% using your %item of event-slot% in your %event-equipment slot%" on crop harvesting of sweet berry bush:     chance 5%:         set drops to a diamond     chance 1%         cancel the drops

On Redstone Current

🔗

Event

Patterns:
  • [on] redstone [current] [chang(e|ing)]
Since: 1.0
Called when the redstone current of a block changes. This event is of not much use yet.

Examples:

on redstone change:
    send "someone is using redstone" to console

On Resource Pack Petition Response

🔗

Event

Patterns:
Since: 2.4
Called when a player takes action on a resource pack request sent via the
send resource pack effect.
The resource pack condition can be used
to check the resource pack state.

This event will be triggered once when the player accepts or declines the resource pack request,
and once when the resource pack is successfully installed or failed to download.

Examples:

on resource pack request response:
    if the resource pack was declined or failed to download:

on resource pack deny:
    kick the player due to "You have to install the resource pack to play in this server!"

On Resurrection

🔗

Event

Patterns:
  • [on] [player] respawn[ing]
Since: 1.0
Called when a player respawns via death or entering the end portal in the end. You should prefer this event over the death event as the player is technically alive when this event is called.

Examples:

on respawn:

On Resurrection Endeavour

🔗

Event

Patterns:
  • [on] [entity] resurrect[ion] [attempt]
Since: 2.2-dev28
Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it.

Examples:

on resurrect attempt:
    entity is player
    entity has permission "admin.undying"
    uncancel the event

On Riptide

🔗

Event

Patterns:
  • [on] [use of] riptide [enchant[ment]]
Since: 2.5
Called when the player activates the riptide enchantment, using their trident to propel them through the air.
Note: the riptide action is performed client side, so manipulating the player in this event may have undesired effects.

Examples:

on riptide:
    send "You are riptiding!"

On Script Awakening/Slumber

🔗

Event

Patterns:
  • [on] [async] [script] (load|init|enable)
  • [on] [async] [script] (unload|stop|disable)
Since: 2.0
Called directly after the trigger is loaded, or directly before the whole script is unloaded.
The keyword 'async' indicates the trigger can be ran asynchronously,

Examples:

on load:
    set {running::%script%} to true
on unload:
    set {running::%script%} to false

On Server List Hail

🔗

Event

Patterns:
  • [on] server [list] ping
Since: 2.3
Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list.
The IP expression can be used to get the IP adress of the pinger.
This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join).

Also you can use MOTD, Max Players, Online Players Count, Protocol Version, Version String, Hover List and Server Icon expressions, and Player Info Visibility and Hide Player from Server List effects to modify the server list.

Examples:

on server list ping:
    set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!"
    set the fake max players count to (online players count + 1)
    set the shown icon to a random server icon out of {server-icons::*}

On Server Rise / Fall

🔗

Event

Patterns:
  • [on] (server|skript) (start|load|enable)
  • [on] (server|skript) (stop|unload|disable)
Since: 2.0
Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well).

Examples:

on skript start:
on server stop:

On Shatter / Mine

🔗

Event

Patterns:
Since: 1.0 (break), unknown (mine), 2.6 (BlockData support)
Called when a block is broken by a player. If you use 'on mine', only events where the broken block dropped something will call the trigger.

Examples:

on mine:
on break of stone:
on break of chest[facing=north]:
on break of potatoes[age=7]:

On Sheep Regroweth Wool

🔗

Event

Patterns:
  • [on] sheep [re]grow[ing] wool
Since: 2.2-dev21
Called when sheep regrows its sheared wool back.

Examples:

on sheep grow wool:
    cancel event

On Shift of the Heavens

🔗

Event

Patterns:
Since: 1.0
Called when a world's weather changes.

Examples:

on weather change:
on weather change to sunny:

On Sign Inscription

🔗

Event

Patterns:
  • [on] sign (chang[e]|edit)[ing]
  • [on] [player] (chang[e]|edit)[ing] [a] sign
Since: 1.0
As signs are placed empty, this event is called when a player is done editing a sign.

Examples:

on sign change:
    line 2 is empty
    set line 1 to "&amp;amp;amp;lt;red&amp;amp;amp;gt;%line 1%"

On Slime Cleaving

🔗

Event

Patterns:
  • [on] slime split[ting]
Since: 2.2-dev26
Called when a slime splits. Usually this happens when a big slime dies.

Examples:

on slime split:

On Smelt

🔗

Event

Patterns:
  • [on] [furnace] [ore] smelt[ed|ing] [of %item types%]
  • [on] [furnace] smelt[ed|ing] of ore
Since: 1.0, 2.10 (specific item)
Called when a furnace smelts an item in its input slot.

Examples:

on smelt:     clear the smelted item
on smelt of raw iron:     broadcast smelted item     set the smelted item to iron block

On Sneak Toggle

🔗

Event

Patterns:
  • [on] [player] toggl(e|ing) sneak
  • [on] [player] sneak toggl(e|ing)
Since: 1.0
Called when a player starts or stops sneaking. Use is sneaking to get whether the player was sneaking before the event was called.

Examples:

# make players that stop sneaking jump
on sneak toggle:
    player is sneaking
    push the player upwards at speed 0.5

On Spawn Alteration

🔗

Event

Patterns:
  • [on] [world] spawn change
Since: 1.0
Called when the spawn point of a world changes.

Examples:

on spawn change:
    broadcast "someone changed the spawn!"

On Spectation

🔗

Event

Patterns:
Since: 2.7
Called with a player starts, stops or swaps spectating an entity.

Examples:

on player start spectating of a zombie:

On Sponge Doth Absorb

🔗

Event

Patterns:
  • [on] sponge absorb
Since: 2.5
Requirements: Minecraft 1.13 or newer
Called when a sponge absorbs blocks.

Examples:

on sponge absorb:
    loop absorbed blocks:
        broadcast "%loop-block% was absorbed by a sponge"!

On Sprint Toggle

🔗

Event

Patterns:
  • [on] [player] toggl(e|ing) sprint
  • [on] [player] sprint toggl(e|ing)
Since: 1.0
Called when a player starts or stops sprinting. Use is sprinting to get whether the player was sprinting before the event was called.

Examples:

on sprint toggle:
    player is not sprinting
    send "Run!"

On Start Smelt

🔗

Event

Patterns:
  • [on] [furnace] commence[th] smelt[ing] [[of] %item types%]
  • [on] [furnace] smelt[ing] commence[th] [of %item types%]
Since: 2.10
Called when a furnace starts smelting an item in its ore slot.

Examples:

on smelting start:     if the smelting item is raw iron:         set total cook time to 1 second
on smelting start of raw iron:     add 20 seconds to total cook time

On Station's Change

🔗

Event

Patterns:
  • [on] [player] station (change|ascend|descend)
Since: 1.0, 2.4 (level up/down)
Called when a player's level changes, e.g. by gathering experience or by enchanting something.

Examples:

on level change:

On Steed's Leap

🔗

Event

Patterns:
  • [on] horse jump
Since: 2.5.1
Called when a horse jumps.

Examples:

on horse jump:
    push event-entity upwards at speed 2

On Stonecutter Recipe Selection

🔗

Event

Patterns:
Since: 2.8.0
Called when a player selects a recipe in a stonecutter.

Examples:

on stonecutting stone slabs
    cancel the event

on stonecutting:
    broadcast "%player% is using stonecutter to craft %event-item%!"

On Swim Toggle

🔗

Event

Patterns:
  • [on] [entity] toggl(e|ing) swim
  • [on] [entity] swim toggl(e|ing)
Since: 2.3
Requirements: 1.13 or newer
Called when an entity swims or stops swimming.

Examples:

on swim toggle:
    event-entity does not have permission "swim"
    cancel event

On Swine Smote by Lightning

🔗

Event

Patterns:
  • [on] pig[ ]zap
Since: 1.0
Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation.

Examples:

on pig zap:

On Target

🔗

Event

Patterns:
  • [on] [entity] target
  • [on] [entity] un[-]target
Since: 1.0
Called when a mob starts/stops following/attacking another entity, usually a player.

Examples:

on entity target:
    target is a player

On Tethering / Untethering

🔗

Event

Patterns:
Since: 2.10
Called when an entity is leashed or unleashed. Cancelling these events will prevent the leashing or unleashing from occurring.

Examples:

on player leash of a sheep:
    send "Baaaaa--" to player

on player leash:
    send "&amp;amp;lt;%event-entity%&amp;amp;gt; Let me go!" to player

on unleash:
    broadcast "&amp;amp;lt;%event-entity%&amp;amp;gt; I'm free"

on player unleash:
    send "&amp;amp;lt;%event-entity%&amp;amp;gt; Thanks for freeing me!" to player

On The Worldly Clock

🔗

Event

Patterns:
  • [on] at %times% [in] real time
Since: 2.11
Called when the local time of the system the server is running on reaches the provided real-life time.

Examples:

at 14:20 in real time:
at 2:30am real time:
at 6:10 pm in real time:
at 5:00 am and 5:00 pm in real time:
at 5:00 and 17:00 in real time:

On Tome Edit

🔗

Event

Patterns:
  • [on] tome (edit|change|write)
Since: 2.2-dev31
Called when a player edits a book.

Examples:

on book edit:

On Tome Signing

🔗

Event

Patterns:
  • [on] tome sign[ing]
Since: 2.2-dev31
Called when a player signs a book.

Examples:

on book sign:

On Tongue Alteration

🔗

Event

Patterns:
  • [on] [player] (language|locale) chang(e|ing)
  • [on] [player] chang(e|ing) (language|locale)
Since: 2.3
Called after a player changed their language in the game settings. You can use the language expression to get the current language of the player.

Examples:

on language change:
    if player's language starts with "en":
        send "Hello!"

On Translocation

🔗

Event

Patterns:
Since: 1.0, 2.9.0 (entity teleport)
This event can be used to listen to teleports from non-players or player entities respectively.
When teleporting entities, the event may also be called due to a result of natural causes, such as an enderman or shulker teleporting, or wolves teleporting to players.
When teleporting players, the event can be called by teleporting through a nether/end portal, or by other means (e.g. plugins).

Examples:

on teleport:
on player teleport:
on creeper teleport:

On Traversal / Turning

🔗

Event

Patterns:
  • [on] %entity type% (traverse|wander|tread|(turn[ing] about|rotate))
  • [on] %entity type% (traverse|wander|tread) or (turn[ing] about|rotate)
  • [on] %entity type% (turn[ing] about|rotate) or (traverse|wander|tread)
Since: 2.6, 2.8.0 (turn around)
Called when a player or entity moves or rotates their head.
NOTE: Move event will only be called when the entity/player moves position, keyword 'turn around' is for orientation (ie: looking around), and the combined syntax listens for both.
NOTE: These events can be performance heavy as they are called quite often.

Examples:

on player move:
    if player does not have permission "player.can.move":
        cancel event
on skeleton move:
    if event-entity is not in world "world":
        kill event-entity
on player turning around:
    send action bar "You are currently turning your head around!" to player

On Treading Upon

🔗

Event

Patterns:
  • [on] (tread|walk)[ing] (upon|over) %*item types%
Since: 2.0
Called when a player moves onto a certain type of block.
Please note that using this event can cause lag if there are many players online.

Examples:

on walking on dirt or grass:
on stepping on stone:

On Vault Displayeth Item

🔗

Event

Patterns:
  • [on] vault display[ing] item
Since: 2.12
Requirements: Minecraft 1.21.1+
Called when a vault in a trial chamber is about to display an item.

Examples:

on vault display item:     set event-item to a netherite ingot

On Vehicle Boarding

🔗

Event

Patterns:
  • [on] vehicle enter
  • [on] enter[ing] [a] vehicle
Since: 1.0
Called when an entity enters a vehicle, either deliberately (players) or by falling into them (mobs).

Examples:

on vehicle enter:
    entity is a player
    cancel event

On Vehicle Damage

🔗

Event

Patterns:
  • [on] vehicle damage
  • [on] damag(e|ing) [a] vehicle
Since: 1.0
Called when a vehicle gets damage. Too much damage will destroy the vehicle.

Examples:

on vehicle damage:

On Vehicle Destruction

🔗

Event

Patterns:
  • [on] vehicle destroy
  • [on] destr(oy[ing]|uction of) [a] vehicle
Since: 1.0
Called when a vehicle is destroyed. Any passenger will be ejected and the vehicle might drop some item(s).

Examples:

on vehicle destroy:
    cancel event

On Vehicle Disembarking

🔗

Event

Patterns:
  • [on] vehicle exit
  • [on] exit[ing] [a] vehicle
Since: 1.0
Called when an entity exits a vehicle.

Examples:

on vehicle exit:
    if event-entity is a spider:
        kill event-entity

On Vehicle Fashioning

🔗

Event

Patterns:
  • [on] vehicle create
  • [on] creat(e|ing|ion of) [a] vehicle
Since: 1.0
Called when a new vehicle is created, e.g. when a player places a boat or minecart.

Examples:

on vehicle create:

On Vehicle Movement

🔗

Event

Patterns:
  • [on] vehicle move
Since: 2.10
Called when a vehicle moves.
Please note that using this event can cause lag if there are multiple vehicle entities, i.e. Horse, Pig, Boat, Minecart

Examples:

on vehicle move:
    broadcast past event-location
    broadcast event-location

On Villager Vocation Alteration

🔗

Event

Patterns:
  • [on] villager career chang(e[d]|ing)
Since: 2.12
Called when a villager changes its career. Can be caused by being employed or losing their job.

Examples:

on villager career change:     if all:         event-career change reason is employment         event-villager profession is armorer profession     then:         cancel event

On Wares Manifest

🔗

Event

Patterns:
Since: unknown (before 2.1)
Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of their inventory, or a dispenser dispensing an item (not shooting it).

Examples:

on item spawn of iron sword:
    broadcast "Someone dropped an iron sword!"

On Wares Uniting

🔗

Event

Patterns:
Since: 2.2-dev35
Called when dropped items merge into a single stack. event-entity will be the entity which is trying to merge, and future event-entity will be the entity which is being merged into.

Examples:

on item merge of gold blocks:
    cancel event

On Wares Vanishing

🔗

Event

Patterns:
Since: 2.2-dev35
Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped.

Examples:

on item despawn of diamond:
    send "Not my precious!"
    cancel event

On World Border Bounds Alteration

🔗

Event

Patterns:
  • [on] world[ ]border [bounds] chang(e|ing)
Since: 2.11
Called when a world border changes its bounds, either over time, or instantly.
This event does not get called for virtual borders.

Examples:

on worldborder bounds change:
    broadcast "The diameter of %event-worldborder% is changing from %past event-number% to %event-number% over the next %event-timespan%"

On World Border Bounds Finish Alteration

🔗

Event

Patterns:
  • [on] world[ ]border [bounds] finish chang(e|ing)
Since: 2.11
Called when a moving world border has finished its move.
This event does not get called for virtual borders.

Examples:

on worldborder bounds finish change:
    broadcast "Over the past %event-timespan%, the diameter of %event-worldborder% went from %past event-number% to %event-number%"

On World Border Center Alteration

🔗

Event

Patterns:
  • [on] world[ ]border center chang(e|ing)
Since: 2.11
Called when a world border's center has changed.
This event does not get called for virtual borders.

Examples:

on worldborder center change:
    broadcast "The center of %event-worldborder% has moved from %past event-location% to %event-location%"

On World Genesis

🔗

Event

Patterns:
  • [on] world init[ialization] [of %worlds%]
Since: 1.0, 2.8.0 (defining worlds)
Called when a world is initialized. As all default worlds are initialized before
any scripts are loaded, this event is only called for newly created worlds.
World management plugins might change the behaviour of this event though.

Examples:

on world init of "world_the_end":

On World Preservation

🔗

Event

Patterns:
  • [on] world sav(e|ing) [of %worlds%]
Since: 1.0, 2.8.0 (defining worlds)
Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this.

Examples:

on world save of "world":
    broadcast "The world %event-world% has been saved"

On World Summoning

🔗

Event

Patterns:
  • [on] world load[ing] [of %worlds%]
Since: 1.0, 2.8.0 (defining worlds)
Called when a world is loaded. As with the world init event, this event will not be called for the server's default world(s).

Examples:

on world load of "world_nether":
    broadcast "The world %event-world% has been loaded!"

On World Unlading

🔗

Event

Patterns:
  • [on] world unload[ing] [of %worlds%]
Since: 1.0, 2.8.0 (defining worlds)
Called when a world is unloaded. This event will never be called if you don't have a world management plugin.

Examples:

on world unload:
    broadcast "the %event-world% has been unloaded!"

On Wound

🔗

Event

Patterns:
Since: 1.0, 2.7 (by entity)
Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc.

Examples:

on damage:
on damage of a player:
on damage of player by zombie:

On Zombie Breaketh Door

🔗

Event

Patterns:
  • [on] zombie break[ing] [a] [wood[en]] door
Since: 1.0
Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door.

Examples:

on zombie breaking a wood door:

Periodical Recurrence

🔗

Event

Patterns:
Since: 1.0
An event that is called periodically.

Examples:

every 2 seconds:
every minecraft hour:
every tick: # can cause lag depending on the code inside the event
every minecraft days:

Periodical Recurrence

🔗

Event

Patterns:
Since: 1.0
An event that is called periodically.

Examples:

every 2 seconds in "world":
every minecraft hour in "flatworld":
every tick in "world": # can cause lag depending on the code inside the event
every minecraft days in "plots":

Upon the Hour

🔗

Event

Patterns:
Since: 1.3.4
An event that occurs at a given minecraft time in every world or only in specific worlds.

Examples:

at 18:00
at 7am in "world"

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 &amp;amp;amp;amp;amp;lt;%color of tool%&amp;amp;amp;amp;amp;gt;%color of tool%&amp;amp;amp;amp;amp;lt;reset&amp;amp;amp;amp;amp;gt; wool block"

Command Sender

🔗

Type

Patterns:
Since: 1.0
A player or the console.

Examples:

command /push [&amp;amp;amp;amp;amp;lt;player&amp;amp;amp;amp;amp;gt;]:
    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

🔗

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
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
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

🔗

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

🔗

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

🔗

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

🔗

Type

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

🔗

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

🔗

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

🔗

Type

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

Examples:

Missing examples.

Scalable Particle Effect

🔗

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

🔗

Type

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

Examples:

Missing examples.

abs

🔗

Function

Patterns:
  • abs(n: number)
Since: 2.2
Return Type: Number
Returns the absolute value of the argument, i.e. makes the argument positive.

Examples:

abs(3) = 3
abs(-2) = 2

acos

🔗

Function

Patterns:
  • acos(n: number)
Since: 2.2
Return Type: Number
The inverse of the cosine, also called arccos. Returns result in degrees, not radians. Only returns values from 0 to 180.

Examples:

acos(0) = 90
acos(1) = 0
acos(0.5) = 30

asin

🔗

Function

Patterns:
  • asin(n: number)
Since: 2.2
Return Type: Number
The inverse of the sine, also called arcsin. Returns result in degrees, not radians. Only returns values from -90 to 90.

Examples:

asin(0) = 0
asin(1) = 90
asin(0.5) = 30

atan

🔗

Function

Patterns:
  • atan(n: number)
Since: 2.2
Return Type: Number
The inverse of the tangent, also called arctan. Returns result in degrees, not radians. Only returns values from -90 to 90.

Examples:

atan(0) = 0
atan(1) = 45
atan(10000) = 89.9943

atan2

🔗

Function

Patterns:
  • atan2(x: number, y: number)
Since: 2.2
Return Type: Number
Similar to atan, but requires two coordinates and returns values from -180 to 180.
The returned angle is measured counterclockwise in a standard mathematical coordinate system (x to the right, y to the top).

Examples:

atan2(0, 1) = 0
atan2(10, 0) = 90
atan2(-10, 5) = -63.4349

axisAngle

🔗

Function

Patterns:
  • axisAngle(angle: number, axis: vector)
Since: 2.10
Return Type: Quaternion
Returns a quaternion from the given angle (in degrees) and axis (as a vector). This represents a rotation around the given axis by the given angle.

Examples:

axisangle(90, (vector from player's facing))

calcExperience

🔗

Function

Patterns:
  • calcExperience(level: long)
Since: 2.2-dev32
Return Type: long
Calculates the total amount of experience needed to achieve given level from scratch in Minecraft.

Examples:

Missing examples.

ceil

🔗

Function

Patterns:
  • ceil(n: number)
Since: 2.2
Return Type: long
Rounds a number up, i.e. returns the closest integer larger than or equal to the argument.

Examples:

ceil(2.34) = 3
ceil(2) = 2
ceil(2.99) = 3

ceiling

🔗

Function

Patterns:
  • ceiling(n: number)
Since: 2.2
Return Type: long
Alias of ceil.

Examples:

ceiling(2.34) = 3
ceiling(2) = 2
ceiling(2.99) = 3

clamp

🔗

Function

Patterns:
  • clamp(values: numbers, min: number, max: number)
Since: 2.8.0
Return Type: Number
Clamps one or more values between two numbers.
This function retains indices

Examples:

clamp(5, 0, 10) = 5
clamp(5.5, 0, 5) = 5
clamp(0.25, 0, 0.5) = 0.25
clamp(5, 7, 10) = 7
clamp((5, 0, 10, 9, 13), 7, 10) = (7, 7, 10, 9, 10)
set {_clamped::*} to clamp({_values::*}, 0, 10)

combinations

🔗

Function

Patterns:
  • combinations(options: number, selected: number)
Since: 2.11
Return Type: Number
Get the number of possible sets from 1 to 'options' with each set having a size equal to 'selected'
For example, a combination with 3 options and a set size of 1, returns 3: (1), (2), (3)
A combination of 3 options with a set size of 2 returns 3: (1, 2), (1, 3), (2, 3)
Note that the bigger the 'options' and lower the 'selected' may result in approximations or even infinity values.
Combinations differ from permutations in that combinations focus on unique sets, ignoring the order of elements, whereas permutations account for the arrangement of elements within the set.
Example: (1, 2) and (2, 1) represent a single combination since order doesn't matter in combinations, but they are two distinct permutations because permutations consider the order.

Examples:

combinations(10, 8) = 45
combinations(5, 3) = 10
combinations(size of {some list::*}, 2)

concat

🔗

Function

Patterns:
  • concat(texts: objects)
Since: 2.9.0
Return Type: Text
Joins the provided texts (and other things) into a single text.

Examples:

concat("hello ", "there") # hello there
concat("foo ", 100, " bar") # foo 100 bar

cos

🔗

Function

Patterns:
  • cos(n: number)
Since: 2.2
Return Type: Number
The cosine function. This is basically the sine shifted by 90°, i.e. cos(a) = sin(a + 90°), for any number a. Uses degrees, not radians.

Examples:

cos(0) = 1
cos(90) = 0

date

🔗

Function

Patterns:
  • date(year: number, month: number, day: number, hour: number = 0, minute: number = 0, second: number = 0, millisecond: number = 0, zone_offset: number = NaN, dst_offset: number = NaN)
Since: 2.2
Return Type: Date
Creates a date from a year, month, and day, and optionally also from hour, minute, second and millisecond.
A time zone and DST offset can be specified as well (in minutes), if they are left out the server's time zone and DST offset are used (the created date will not retain this information).

Examples:

date(2014, 10, 1) # 0:00, 1st October 2014
date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990
date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST)

exp

🔗

Function

Patterns:
  • exp(n: number)
Since: 2.2
Return Type: Number
The exponential function. You probably don't need this if you don't know what this is.

Examples:

exp(0) = 1
exp(1) = 2.7183

factorial

🔗

Function

Patterns:
  • factorial(number: number)
Since: 2.11
Return Type: Number
Get the factorial of a number.
Getting the factorial of any number above 21 will return an approximation, not an exact value.
Any number after 170 will always return Infinity.
Should not be used to calculate permutations or combinations manually.

Examples:

factorial(0) = 1
factorial(3) = 3*2*1 = 6
factorial(5) = 5*4*3*2*1 = 120
factorial(171) = Infinity

floor

🔗

Function

Patterns:
  • floor(n: number)
Since: 2.2
Return Type: long
Rounds a number down, i.e. returns the closest integer smaller than or equal to the argument.

Examples:

floor(2.34) = 2
floor(2) = 2
floor(2.99) = 2

formatNumber

🔗

Function

Patterns:
  • formatNumber(number: number, format: string = )
Since: 2.10
Return Type: Text
Converts numbers to human-readable format. By default, '###,###' (e.g. '123,456,789') will be used for whole numbers and '###,###.##' (e.g. '123,456,789.00) will be used for decimal numbers. A hashtag '#' represents a digit, a comma ',' is used to separate numbers, and a period '.' is used for decimals.
Will return none if the format is invalid.
For further reference, see this article.

Examples:

command /balance:
    aliases: bal
    executable by: players
    trigger:
        set {_money} to formatNumber({money::%sender's uuid%})
        send "Your balance: %{_money}%" to sender

fromBase

🔗

Function

Patterns:
  • fromBase(string value: objects, base: integer between 2 and 36)
Since: 2.14
Return Type: long
Turns a text version of a number in a specific base (decimal, hexadecimal, octal) into an actual number. For example, converting "20" in hexadecimal (base 16) would be 'fromBase("20", 16)', which would return 32. You can use any base between 2 and 36.

Examples:

# /binaryText 01110011 01101011 01110010 01101001 01110000 01110100 00100001 # sends "skript!" command binaryText <text>:     trigger:     set {_characters::*} to argument split at " " without trailing empty string         transform {_characters::*} with fromBase(input, 2) # convert to codepoints         transform {_characters::*} with character from codepoint input # convert to characters         send join {_characters::*}

isNaN

🔗

Function

Patterns:
  • isNaN(n: number)
Since: 2.8.0
Return Type: Boolean
Returns true if the input is NaN (not a number).

Examples:

isNaN(0) # false
isNaN(0/0) # true
isNaN(sqrt(-1)) # true

ln

🔗

Function

Patterns:
  • ln(n: number)
Since: 2.2
Return Type: Number
The natural logarithm. You probably don't need this if you don't know what this is.
Returns NaN (not a number) if the argument is negative.

Examples:

ln(1) = 0
ln(exp(5)) = 5
ln(2) = 0.6931

location

🔗

Function

Patterns:
  • location(x: number, y: number, z: number, world: optional world, yaw: optional number, pitch: optional number)
Since: 2.2
Return Type: Location
Creates a location from a world and 3 coordinates, with an optional yaw and pitch.
If for whatever reason the world is not found, it will fallback to the server's main world.

Examples:

# TELEPORTING teleport player to location(1,1,1, world "world") teleport player to location(1,1,1, world "world", 100, 0) teleport player to location(1,1,1, world "world", yaw of player, pitch of player) teleport player to location(1,1,1, world of player) teleport player to location(1,1,1, world("world")) teleport player to location({_x}, {_y}, {_z}, {_w}, {_yaw}, {_pitch}) # SETTING BLOCKS set block at location(1,1,1, world "world") to stone set block at location(1,1,1, world "world", 100, 0) to stone set block at location(1,1,1, world of player) to stone set block at location(1,1,1, world("world")) to stone set block at location({_x}, {_y}, {_z}, {_w}) to stone # USING VARIABLES set {_l1} to location(1,1,1) set {_l2} to location(10,10,10) set blocks within {_l1} and {_l2} to stone if player is within {_l1} and {_l2}: # OTHER kill all entities in radius 50 around location(1,65,1, world "world") delete all entities in radius 25 around location(50,50,50, world "world_nether") ignite all entities in radius 25 around location(1,1,1, world of player)

log

🔗

Function

Patterns:
  • log(n: number, base: number = 10)
Since: 2.2
Return Type: Number
A logarithm, with base 10 if none is specified. This is the inverse operation to exponentiation (for positive bases only), i.e. log(base ^ exponent, base) = exponent for any positive number 'base' and any number 'exponent'.
Another useful equation is base ^ log(a, base) = a for any numbers 'base' and 'a'.
Please note that due to how numbers are represented in computers, these equations do not hold for all numbers, as the computed values may slightly differ from the correct value.
Returns NaN (not a number) if any of the arguments are negative.

Examples:

log(100) = 2 # 10^2 = 100
log(16, 2) = 4 # 2^4 = 16

max

🔗

Function

Patterns:
  • max(ns: numbers)
Since: 2.2
Return Type: Number
Returns the maximum number from a list of numbers.

Examples:

max(1) = 1
max(1, 2, 3, 4) = 4
max({some list variable::*})

mean

🔗

Function

Patterns:
  • mean(numbers: numbers)
Since: 2.11
Return Type: Number
Get the mean (average) of a list of numbers.
You cannot get the mean of a set of numbers that includes infinity or NaN.

Examples:

mean(1, 2, 3) = 2
mean(0, 5, 10) = 5
mean(13, 97, 376, 709) = 298.75

median

🔗

Function

Patterns:
  • median(numbers: numbers)
Since: 2.11
Return Type: Number
Get the middle value of a sorted list of numbers. If the list has an even number of values, the median is the average of the two middle numbers.
You cannot get the median of a set of numbers that includes NaN.

Examples:

median(1, 2, 3, 4, 5) = 3
median(1, 2, 3, 4, 5, 6) = 3.5
median(0, 123, 456, 789) = 289.5

min

🔗

Function

Patterns:
  • min(ns: numbers)
Since: 2.2
Return Type: Number
Returns the minimum number from a list of numbers.

Examples:

min(1) = 1
min(1, 2, 3, 4) = 1
min({some list variable::*})

mod

🔗

Function

Patterns:
  • mod(d: number, m: number)
Since: 2.2
Return Type: Number
Returns the modulo of the given arguments, i.e. the remainder of the division d/m, where d and m are the arguments of this function.
The returned value is always positive. Returns NaN (not a number) if the second argument is zero.

Examples:

mod(3, 2) = 1
mod(256436, 100) = 36
mod(-1, 10) = 9

offlineplayer

🔗

Function

Patterns:
  • offlineplayer(nameOrUUID: string, allowLookups: boolean = true)
Since: 2.8.0, 2.9.0 (prevent lookups)
Return Type: Offline Player
Returns a offline player from their name or UUID. This function will still return the player if they're online. If Paper 1.16.5+ is used, the 'allowLookup' parameter can be set to false to prevent this function from doing a web lookup for players who have not joined before. Lookups can cause lag spikes of up to multiple seconds, so use offline players with caution.

Examples:

set {_p} to offlineplayer("Notch")
set {_p} to offlineplayer("069a79f4-44e9-4726-a5be-fca90e38aaf5")
set {_p} to offlineplayer("Notch", false)

permutations

🔗

Function

Patterns:
  • permutations(options: number, selected: number)
Since: 2.11
Return Type: Number
Get the number of possible ordered arrangements from 1 to 'options' with each arrangement having a size equal to 'selected'
For example, permutations with 3 options and an arrangement size of 1, returns 3: (1), (2), (3)
Permutations with 3 options and an arrangement size of 2 returns 6: (1, 2), (1, 3), (2, 1), (2, 3), (3, 1), (3, 2)
Note that the bigger the 'options' and lower the 'selected' may result in approximations or even infinity values.
Permutations differ from combinations in that permutations account for the arrangement of elements within the set, whereas combinations focus on unique sets and ignore the order of elements.
Example: (1, 2) and (2, 1) are two distinct permutations because the positions of '1' and '2' are different, but they represent a single combination since order doesn't matter in combinations.

Examples:

permutations(10, 2) = 90
permutations(10, 4) = 5040
permutations(size of {some list::*}, 2)

player

🔗

Function

Patterns:
  • player(nameOrUUID: text, getExactPlayer: optional boolean (yes/no))
Since: 2.8.0
Return Type: Player
Returns an online player from their name or UUID, if player is offline function will return nothing.
Setting 'getExactPlayer' parameter to true will return the player whose name is exactly equal to the provided name instead of returning a player that their name starts with the provided name.

Examples:

set {_p} to player("Notch") # will return an online player whose name is or starts with 'Notch'
set {_p} to player("Notch", true) # will return the only online player whose name is 'Notch'
set {_p} to player("069a79f4-44e9-4726-a5be-fca90e38aaf5") # <none> if player is offline

product

🔗

Function

Patterns:
  • product(ns: numbers)
Since: 2.2
Return Type: Number
Calculates the product of a list of numbers.

Examples:

product(1) = 1
product(2, 3, 4) = 24
product({some list variable::*})
product(2, {_v::*}, and the player's y-coordinate)

quaternion

🔗

Function

Patterns:
  • quaternion(w: number, x: number, y: number, z: number)
Since: 2.10
Return Type: Quaternion
Returns a quaternion from the given W, X, Y and Z parameters.

Examples:

quaternion(1, 5.6, 45.21, 10)

rgb

🔗

Function

Patterns:
  • rgb(red: long, green: long, blue: long, alpha: long = 255)
Since: 2.5, 2.10 (alpha)
Return Type: Color
Returns a RGB color from the given red, green and blue parameters. Alpha values can be added optionally, but these only take affect in certain situations, like text display backgrounds.

Examples:

dye player's leggings rgb(120, 30, 45)
set the colour of a text display to rgb(10, 50, 100, 50)

root

🔗

Function

Patterns:
  • root(n: number, number: number)
Since: 2.11
Return Type: Number
Calculates the nth root of a number.

Examples:

root(2, 4) = 2 # same as sqrt(4)
root(4, 16) = 2
root(-4, 16) = 0.5 # same as 16^(-1/4)

round

🔗

Function

Patterns:
  • round(n: number, d: number = 0)
Since: 2.2, 2.7 (decimal placement)
Return Type: Number
Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement.

Examples:

round(2.34) = 2
round(2) = 2
round(2.99) = 3
round(2.5) = 3

sin

🔗

Function

Patterns:
  • sin(n: number)
Since: 2.2
Return Type: Number
The sine function. It starts at 0° with a value of 0, goes to 1 at 90°, back to 0 at 180°, to -1 at 270° and then repeats every 360°. Uses degrees, not radians.

Examples:

sin(90) = 1
sin(60) = 0.866

sqrt

🔗

Function

Patterns:
  • sqrt(n: number)
Since: 2.2
Return Type: Number
The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as (argument) ^ (1/2) – other roots can be calculated via number ^ (1/root), e.g. set {_l} to {_volume}^(1/3).
Returns NaN (not a number) if the argument is negative.

Examples:

sqrt(4) = 2
sqrt(2) = 1.4142
sqrt(-1) = NaN

sum

🔗

Function

Patterns:
  • sum(ns: numbers)
Since: 2.2
Return Type: Number
Sums a list of numbers.

Examples:

sum(1) = 1
sum(2, 3, 4) = 9
sum({some list variable::*})
sum(2, {_v::*}, and the player's y-coordinate)

tan

🔗

Function

Patterns:
  • tan(n: number)
Since: 2.2
Return Type: Number
The tangent function. This is basically sin(arg)/cos(arg). Uses degrees, not radians.

Examples:

tan(0) = 0
tan(45) = 1
tan(89.99) = 5729.5779

toBase

🔗

Function

Patterns:
  • toBase(n: objects, base: integer between 2 and 36)
Since: 2.14
Return Type: Text
Turns a number in a string using a specific base (decimal, hexadecimal, octal). For example, converting 32 to hexadecimal (base 16) would be 'toBase(32, 16)', which would return "20". You can use any base between 2 and 36.

Examples:

send "Decode this binary number for a prize! %toBase({_guess}, 2)%"

uuid

🔗

Function

Patterns:
  • uuid(uuid: string)
Since: 2.11
Return Type: UUID
Returns a UUID from the given string. The string must be in the format of a UUID.

Examples:

uuid("069a79f4-44e9-4726-a5be-fca90e38aaf5")

vector

🔗

Function

Patterns:
  • vector(n: number)
Since: INSERT VERSION
Return Type: Vector
Creates a vector from a single argument. Equivalent to vector(n, n, n).

Examples:

vector(1) # = vector(1, 1, 1)

world

🔗

Function

Patterns:
  • world(name: string)
Since: 2.2
Return Type: World
Gets a world from its name.

Examples:

set {_nether} to world("%{_world}%_nether")