| Patterns: |
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| 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
aliases:
blacklisted items = TNT, bedrock, obsidian, mob spawner, lava, lava bucket
shiny swords = golden sword, iron sword, diamond sword
| Patterns: |
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| 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"
auto reload:
recipients: "SkriptDev", "61699b2e-d327-4a01-9f1e-0ea8c3f06bc6" and "Njol"
permission: "skript.reloadnotify"
| Patterns: |
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| 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.
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
using the experiment my-cool-addon-feature
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| 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
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
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| 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.
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}%}
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}%}
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| 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.
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!"
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!"
| Patterns: |
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| 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
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
| Patterns: |
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| 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.
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%}%"
{joins} = 0
{balance::%player%} = 0
on join:
add 1 to {joins}
message "Your balance is %{balance::%player%}%"